-
Content Count
5,661 -
Joined
-
Days Won
14
Content Type
Profiles
Member Map
Forums
Blogs
Gallery
Calendar
Store
Everything posted by Trebor
-
Yikes, looks like the Android port of RetroArch uses the archaic ProSystem emulator as its core for the 7800. This is comparable to using the Nesticle emulator as its core for NES. Atari 7800 emulation has come along way since ProSystem, and this explains the inaccurate representation of hardware results being experienced. MAME has a Libretro core, and while missing some of the fine tuning and additions of the A7800 emulator, it's 7800 console emulation is still worlds better than the ProSystem emulator. Wonder if there is a way to leverage the MAME Libretro core for Atari 7800 emulation with RetroArch, instead of the ProSystem Libretro core(?)
-
Hey TrekMD, please give BupSystem a shot. Download the latest here. It has the ease and convenience of the ProSystem interface, but much better, and closer to hardware accurate, emulation. Popeye works great there as well, just like the A7800 emulator and the console hardware.
-
How absolutely horrific. I feel so bad for his family. His wife works at a hospital in NYC and they have a school age daughter. They just lost their pup of 15 years this past July and now they lost a father and husband. We lost a great pillar of the community. Rest In Peace, Curt. May his loved ones find peace and comfort during this difficult time.
-
Arkanoid 2 Level Start Sound Demo RealHW 20200831.mp3 Arkanoid 2 DOH Theme Music RealHW 20200831.mp3
-
"Dragonfly" my version of the Atari 7800 SD cartridge
Trebor replied to rj1307's topic in Atari 7800
To follow-up on the pricing differences, evidently, there are 6 variations of the Version 2 PokeyMAX. Also, those with the smaller FPGA, may have some low pass filters disabled (Though that seems to only impact the quad design on the small FGA - should be a moot point then). Nonetheless, just some things to be mindful of, especially respecting @Synthpopalooza's current and future work and any other developers working with POKEY sound. Curious to know what version and/or variation of the PokeyMAX is currently being tested, @rj1307. -
"Dragonfly" my version of the Atari 7800 SD cartridge
Trebor replied to rj1307's topic in Atari 7800
For reference... 3D Worldrunner: https://atariage.com/forums/topic/293427-pokey-16-bit-mode-and-other-audctl-settings-a7800-emulation/?do=findComment&comment=4342611 Donkey Kong Country (AKA Stickerbrush Symphony): https://atariage.com/forums/topic/293427-pokey-16-bit-mode-and-other-audctl-settings-a7800-emulation/page/4/?tab=comments#comment-4491116 Super Mario World: https://atariage.com/forums/topic/293427-pokey-16-bit-mode-and-other-audctl-settings-a7800-emulation/?do=findComment&comment=4351692 ...all the above are contained in "Trebors_7800_ROM_PROPack_v3_6". Side notes for everyone following along: To be clear, the comparisons being discussed are with the original POKEY chip and PokeyMAX. @Synthpopalooza, please correct me if I am wrong, but it is already known that the PokeyONE does not support SKCTLS; so anything that utilizes that (scarcely known/leveraged) function of the POKEY chip will not sound correct with a PokeyONE in place. All 7800 POKEY titles being sold under the AtariAge store by @Albert do not utilize SKCTLS; so with a PokeyONE, as demonstrated above, sound identical compared with an original POKEY chip. Ditto for those who purchase Donkey Kong PK from @tep392. Additionally, there is a Version 1 (linked earlier) and a Version 2 (here) of the PokeyMAX chip. I am unsure of compatibility differences - if any exists. At the very least, Version 2 has "Higher volume audio output". Unsure of how much of a volume difference there is between the two versions, how the two versions' playback compares mixing with TIA (I.E. Commando), and the volume balance variation from an original POKEY (or PokeyONE for that matter). Last but not least, there's a price difference between the two substitution chips as well. A PokeyONE costs ~$40, and a PokeyMAX ~$60-$70, before shipping. Shipping is free for the PokeyONE to those in the U.S. PokeyMAX ships from Europe (I've only come across Poland specifically), and costs appears to be ~$14 to the US. When viewing the listings from the same seller/developer, the PokeyMAX is being sold for $59.00+$13.99 shipping, and other posts, it is being sold for $69.00+$13.99 shipping. Maybe the cheaper one is Version 1 (?) Regardless, that's a different matter altogether. -
Per the loading screen: Bomb Jack - another Arcade favorite of mine. Thanks for the heads-up on that one. The 7800 I feel similar can be said regarding Arcade ports. It has a few great ones, a few good, and a few fair (at best). Donkey Kong falls under the fair (at best). When you have a fast rush port with little attention to detail, lacking the necessary programming skills and understanding of the system, we get the retail release. In talented and caring hands, between @tep392 (game code/sound) and @Defender_2600 (graphics) we wind up with a masterpiece. The same masterpiece work is being experienced right here with Arkanoid. In the hands of the right persons providing the needed attention to detail and resources, you have a 8-bit system being pushed to its limits with a port that is one of the best ever developed. It's super impressive to me.
-
Arkanoid 2 Intro Real HW 20200830.mp3
-
Heads-up, it's PAL only and requires 512K (UAE needs to be configured accordingly). While it certainly does look and sound impressive, it's almost more 'expected' when porting 8-bit Arcade titles to 16/32-bit machines. Digital Eclipses' Arcade 'ports' on the Sega Genesis and SNES is another example of near perfect ports of their Arcade counterparts; but again, kind of expected. Personally, I'm more wowed when I see the Arcade 8-bit to Home 8-bit conversion that are near perfect. Experiencing a near perfect port of Arcade Frogger on the Sega Genesis - not so impressed. Seeing as good, if not better, near perfect ports of the Arcade game on the Atari 7800 and C64 - that's impressive. Nonetheless, thanks for sharing the news and link. It's especially great news for Bubble Bobble fans, even more so, those in PAL territories.
-
"Dragonfly" my version of the Atari 7800 SD cartridge
Trebor replied to rj1307's topic in Atari 7800
Just a note to NTSC region folk listening... Both will sound a bit slow to what you are accustomed to as it is being played back under PAL. Looking forward to the news on the NTSC compatibility testing! -
Wow...what a release!!! Went back and refined those bats to be better proportioned in size to Knight Guy...and that fire pit way in the beginning, either I've missed some animation all along, or that too was fine tuned with near glowing embers catching my eye. The new boss is great as well. Two heads are better than one. But I have to say, between them gator heads being jumped on and the leaping frogs/toads, I thought I would run into Quickclaw, if not Harry himself. Absolute fantastic release, these latest room additions ramp up the eye candy a few notches even more. Phenomenal playthrough -^CrossBow^-. I thought I was pretty hot at 14:26, but you, sir, are absolute fire. And it's hand down classic jump for me. Not against refining the jump whatsoever, but that test jump (20200827) is not the one, IMHO.
-
Atari 7800 Homebrew Completed/WIP in 2020
Trebor replied to ZeroPage Homebrew's topic in Atari 7800 Programming
Number Muncher - 8BitRocket Studios (fultonbot) -
Atari 7800 Homebrew: Into The Void / Number Crusher
Trebor replied to fultonbot's topic in Atari 7800 Programming
Makes a great candidate to support the 2600 Driving and Paddle controllers. -
I haven't had a chance to playthrough the new Beta yet, but just a quick mention as I briefly tried it... Thank goodness I came back here to find out the jump was changed. I really figured for a moment or two I was losing it wondering what happened to my gameplay ability. I stink up the place with the test jump. I lost all my lives on the first set of spikes more than once. It's Classic Jump vote for me as well. I'll be able to give this a proper play through (utilizing Classic Jump) likely later on this weekend.
-
The programmer's reputation precedes him: When a programmer shills their games, that speaks for itself.
-
Excellent! The wider playfield makes a world of difference. Another great feature with this mini-game is after eating Spinach and chasing down Brutus, Popeye automatically punches him when in range (just like the Arcade), instead of just walking into him, as seen under other ports of the game. Curious if any consideration or trial was done in utilizing $33 instead of $25. For the roofs and sign post, $25 does appear to be a great choice. For Olive's outfit and the hearts though, a little more red may go a long way and even make the screen 'pop' further. Also, there's a lot more focus on the hearts and Olive than the houses and sign post. Going to have to agree with Walter here though...it would be great to see the other screens. Still, thanks for providing this taste of Popeye.
-
-
Great job with the update! Played through a bit, and have a few items I noticed off the bat and them some elaboration and comments. -Is it possible for there to be a sound effect when acquiring an item into inventory? Every time I pick up a key or that bottle 'thing' (Unsure what that is yet), there is silence. -Notice with the keys, you can pick one up, leave through the door you came in and go back though the door, and there is the key once more. It still picks it up (again), but you only have one key in inventory. I did this a few times going through the same door bridging "Rustling In the Walls" and "Fork In The Tunnel". -Besides leveraging the keypad (1 rotates the items in the left hand, 2 rotated the items in the right hand), can the joystick in port 2 be leveraged as well? This is a title that really should be enjoyed by the widest possible audience. Requiring a keypad to play may narrow that audience considerably under real hardware. -So far, I feel like the Karate Kid with my wax on and wax off hand motion. I was both happily surprised and somewhat disappointing how far I went and the variety of enemies faced without a weapon in hand; unless, I am truly a mage/magician type of character and misunderstanding the role. I like the enemies do not always appear at the same times or in the same spots. One game "Rustling In The Walls" area had me only encounter one or two at a time. Another game, four enemies at once. Two blobs, one golden teddy, and one pinkish snake. The downside, and this is kind of in harmony with the weapons point mentioned earlier, all seem to be defeated with a stick and move technique. Wax on, back up; wax off, back up - repeat as necessary. At (many) times too, the player can just stand their ground and defeat the enemy as well. I haven't found myself to be defeated yet, but then again it is early in the game. The cavern coloring and tunnels looks great. The lighting wonderfully handled. Extinguishing and relighting torches are one of my favorite things to do even when serves no purpose at times. Working 'around' the spinning fan and having it push you back is very nicely done. The walking perspective of corridors and the proportional changes of the stone is done excellently. Really love seeing the continued development of this title. Thank you for keeping at it. *EDIT: Just made "The Climb To The Plateau". So with the key, unlock one door. Exit back to the other room, re-enter find another door unlock. Repeated a third time. So the same 'key' appears in the same spot. Though only one can be held at once, every time the character does/seems to pick a key up (Disappears from the floor). Once you use the key in a door lock though, the same spot and door transport can be used to allow multiple keys to appear in conjunction with the one at a time usage. Whether this is intentional or a bug, it may be best if the key does not seem to be picked up every time, but remains on the floor until the key that is in the player's inventory is used on a door lock, then the player can return to the spot and pick up the next key, unlock another lock, and so on. *EDIT2: "The Old Guard House"...Sword - Yes! Now we're cooking! The precipitation effect is quite awesome - complete with lightning - Wow! Great job on the sound effect on whatever is waiting for or hunting me....ah...I think that may actually be thunder...well played! A real Mage/Magician just kicked my butt inside the house...that's what I get for thinking I'm some sort of sorcerer. A real one just did me in lovely. Bravo on the gameplay balance! As I suspected, I was too early on to expect more than 'just the hands' and enemies. If anything it is quite a plus for a newcomer (Or someone like me who hadn't played this in a bit), to come along and feels like they are accomplishing some tasks and making progress off the bat. The way the challenge is currently tweaked makes it both inviting and engaging - very well done!
-
The Arcade nailed this correctly. The intro in the Arcade original has Brutus offering his heart while on (sliding) bent knee. Olive rejects, calling for Popeye instead, while Popeye gives her a flower. Then she wants him to catch her 'hearts' (objects of affection). This infuriates Brutus and the game begins. Bluto would have pulled a Donkey Kong*, and just grabbed/abducted her from the get-go and took off. There would be no bent knee and offer of his heart. Another plus here Darryl, thank you for not extending that middle ladder to the bottom - something that really bugs me with the NES port whether playing Game A or Game B. That middle ladder is a one way down trip only, just like it is in the Arcade. *For those that know, knows...Interesting to think if the "Donkey Kong" game was made instead, would that game rightly have called him Bluto instead of Brutus? Or perhaps the intro to Donkey Kong may have been different to better represent Brutus' personality and style.
-
The different hazard types flowing looks absolutely gorgeous. The wipe effect and the graphics overall are just beautiful. Awesome work, this game continues to shine radiantly!
-
The sprites look good and move along smoothly. Popeye's stepping up and down can sometimes be tricky to manage, but it flows really well here. Nice job! Wondering if there's any consideration to widening the playfield some though (?) It almost feels like it is better aligning for a 3:4 aspect screen game instead of a 4:3 screen. Leveraging anywhere there is either gray floor and black/blank background or there is the top with the green floor and blank/back background, widening that area so it better utilizes the screen space available. The hearts fall very rapidly for the first round. Perhaps there's the possibility to slow them down (?) The only other item is when the bucket falls and nails Brutus, unsure if it is the flashing bonus or some other item(s), but everything else slows down to about half speed. If you're looking to invest more time in this perhaps the above points may be entertained in the future. Regardless, it is a great learning exercise, for sure. Thank you for sharing, it is appreciated!
-
Check Kevin's reply for printing. 🙂
-
The below is very helpful as well... 😉
-
Finally had a chance to play Beta 10 through. A little shy of 14 and 1/2 minutes - not too shabby. The snail falls nicely between Donkey Kong's ancestor and the Octopus in difficulty. A much welcomed challenge and addition. Very well done. I like it a lot. Though, believe it or not, for me, the shinning stars in this release are the updated projectiles. It is amazing to me how a little touch and polish to something as 'simple' as those projectiles, being splashed with some blue and red color, makes a world of difference. It is one of the things I really look forward to, if not the thing I look forward to with every release, the refinements and updates. Sure, they could have been left as is, and yes the game would still be great. Updates to spikes, projectiles, the status area, castle walls, castle floors, platforms...the list goes on and on. Those kind of touches are what make such a professional looking product and 'finished feeling' game.
