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Wrathchild

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Everything posted by Wrathchild

  1. Wow, with sounds like that a fair rendition of the tune for the ST (and others) game 'Blood Money' could be done, nice work
  2. No, just unable to put much/any focus to it currently, e.g. its 1am and I'm logged into work to oversea some things... Rats! Don't give up hope though Best wishes, Mark
  3. Here are DLLs with updated credits as shown like this on the About box. If everyone's happy the text is OK, then I'll submit the sources/binaries for Raster to put on his site. Regards, Mark sa_dlls.zip
  4. Not within the emulators - just whilst when playing back from within the RMT.
  5. Welcome Gary! (Knowing that you can't answer for Phil ) but can you see any objections with us continuing with the project of getting the two games onto cartridge for the Atari 8-bits? Gunstar's question leads me to another one - the music sounds a lot better under emulation at NTSC/60Hz than under PAL's 50Hz, so this leads me to think that the routines make no adjustment for PAL/NTSC? Best wishes, Mark
  6. Hi, If you've spotted Emkay's recent excitement in the 'Hardsynth' thread, its in little part to my recently updating the two DLLs that RMT uses to produce the Pokey emulation. This brings the sources up to date with those I found in A800WinPLus B7, however I haven't updated any of the 'about' information yet. After conforming with Raster, who doesn't maintain the sources for these, I'm posting them up here for anyone to take on, along with just the 2 built DLLs for users of RMT. Credits go to the maintainers of the A800Win and A800WinPlus projects. Thanks too go to Radek for the fantastic RMT - long may it continue to grow. If anyone wants to discuss the code changes, then we can take that up on the A8 programming section. Enjoy, Mark Src_c6502.zip Src_pokey.zip sa_dlls.zip
  7. Was was the best clone of this game for the Atari? http://www.lemon64.com/games/details.php?ID=1936
  8. The ones I seem to keep replaying through emulation most (alphabetic order): Barbarian (Palace) Impossible Mission Nebulus Paradroid Stunt Car Racer World Class Leaderboard Regards, Mark
  9. No, the cart would allow you to play on 48K machine, the tape version is for a 64K machine, so simply porting that to a switchable XEGS or MegaCart, or even a flashcart would be more straightforward but would only be good for XL/XE owners, excluding the 400/800.
  10. Personally I've been snowed under this month with work and so not made any headway into either starting with the Dungeon to cart re-work or continuing on the City work so far. Worst thing is that I don't see much of a let up work-wise until October! Sorry to all! Mark
  11. Works for me... Maybe your PC keyboard cannot send more than 2 keys? P.S. Have you written to Fox about your AtariMAX cartridges patch? He told me that he have one question about your implementation. 913943[/snapback] Wow - indeed this seems to be the case - the wonders of modern technology! RE: Fox - yes I did get back, hopefully OK now.
  12. Oops, looks like the choose cartridge file dialog is not available [EDIT] I revoke that - its behaving itself now (stupid XP!) ... START, SELECT and OPTION combined don't produce zero
  13. I tried to take to original 40K BB cart image and make this work using the standard 64K XEGS model. This almost works but I believe the additional overhead in swapping in the correct bank pair means that some interrupts overrun and so the stack/bank selection gets out of control. The original cart uses a clever stack popping method of jumping to routines so that the (RTS) return restores the state of the selected banks at the time of the call. However, interspersed in the cartridge are other bank swap commands. The cart model is neat - $A000->$BFFF is fixed 8K, but $8000-$8FFF and $9000->$9FFF are independantly selectable, each having selecting one of 4 banks via access to the addresses $8FF6->$8FF9 and $9FF6->$9FF9 respectively. Anyway, the sources of where I'd got to are included if anyone wants to try and finish this. The problems to fix are: 1) When starting the game, the screen scrolls into position. At a random point the drawing stops and so only part of the level is displayed and you cannot play. Sometimes the screen will draw OK and you can play the level. 2) When music is played the sound is messed up. I'm not sure if this is a problem of the correct bank not being selected when note data is accessed, or if there is some protection in the code which corrupts the data, e.g. press 'select' to see the high-scores. Good luck, Mark BbsbXegs.zip
  14. Here we are, sorry for the bad quality - my wife has the digi-camera abroad at the moment There's another interesting one on UK Ebay at the moment - http://cgi.ebay.co.uk/ws/eBayISAPI.dll?Vie...item=8211271548 Has anyone experience of replacing the ROMs in these types of devices, i.e. to put your own favourite games onboard? Which devices/clones are better suited to this? Regards, Mark [EDIT] - it came with two controllers.
  15. Could some RAM chip be placed on the cart itself? Assuming the 5200's exiting ram is 0-16K, this could then provide 32K memory between $4000 and $BFFF. Then the flash ROM would be switchable at $A000-?$BFFF. Regards, Mark
  16. I recently got a cool little NES/Famicom clone that looks like a mini-PlayStation and is called 'Poli Stecion'. The box has a site link 'www.vidson.com.tw' but that doesn't work. Just wondered if anyone has some details on these? It came with a 43-in-1 cart which was basically around 6 games - Tanks, MahJong II, Chinese Chess, F1 Race, Galaxian and Tetris. But I don't know if that was something bundled with the unit or not. I'm hoping that it will play a Japanese Final Fantasy III cart I have... problem is that its somewhere in the loft and I can't locate it Regards, Mark
  17. I agree the comment is misleading - especially as a group of bits are used to indicate a special value. In terms of a 16 bit integer, they are negative as the high bit is set. IIRC, this does make sense as on the XL the help key also produces a '?' keypress. The 3 cases are required as you cannot mask out the 'AKEY_HELP' pattern within the switch. Instead of the whole 'switch' they could have just written: if( (MACHINE_XLXE == machine_type) && ((g_Input.Key.nNewKey & ~(AKEY_SHFT | AKEY_CTRL | SPECIAL_HANDLER_MASK)) == AKEY_HELP) ) g_Input.Key.nNewKey &= ~SPECIAL_HANDLER_MASK; else g_Input.Key.nNewKey = AKEY_NONE; Regards, Mark
  18. Fix for the Console Key bug (I hope): In INPUT_WIN.C at line 1223 add the 'default' section so that (by default) special keys don't generate an Atari key change: Regards, Mark /* There are some key values below zero, handle them here */ if( _IsFlagSet( g_Input.Key.nNewKey, SPECIAL_HANDLER_MASK ) ) { switch( g_Input.Key.nNewKey ) { case (AKEY_HELP | SPECIAL_HANDLER_MASK): case (AKEY_HELP | AKEY_CTRL | SPECIAL_HANDLER_MASK): case (AKEY_HELP | AKEY_SHFT | SPECIAL_HANDLER_MASK): if( MACHINE_XLXE == machine_type ) g_Input.Key.nNewKey &= ~SPECIAL_HANDLER_MASK; else g_Input.Key.nNewKey = AKEY_NONE; break; default: g_Input.Key.nNewKey = AKEY_NONE; } }
  19. How's about the Atari 2600 game 'Combat' on the A8? If the tank-only games were done then you can have 2/3/4 player games. Same can be done with the plane games, except you can only have 2 players with the 1vs3 or 2vs2 modes. The background would be selected by the 'server' user. Other than that - something along the lines of 'Claim Jumper' would be neat. Regards, Mark
  20. I've managed to compile this as an exe to run under Windows/Cygwin (Mingw). Due to the lack of 'glob' support, many things don't work (e.g. file browser windows, hard drive emulation) however it is possible to run disk images . Source diffs can be provided if necessary - but does anyone want to undertake the fixing of the 'other' bits? I'm busy on 8-bit projects at the moment. Regards, Mark [EDIT] As the zip file is a couple of MB I've put it on http://www.mkeates.force9.co.uk/
  21. VC6 = The C++ compiler from Visual Studio 6 The 'Project' files distributed with the A800WinPlus sources are only for use with the Visual Studio 7 (.NET) "Integrated Development Environment" (IDE). These have extensions such as '.vcproj' and '.sln'. The equivalents in VS6 are '.dsw' (workspace) and '.dsp' files. I used a utility called 'PrjConverter' to turn the VS7 project files into VS6 compatible files and then have to correct the small number of mistakes introduced by the conversion process by hand. The reason being I haven't gotten around to switching over to .NET at home or at work, even though I have been trained on it. My 2 pennies worth - As less than half of one percent of the source is actually taking advantage of anything VS7 offers over VS6 I think the option to build the sources using that IDE should still be offered. Build platform specific enhancements can be coded in using #ifdef's where necessary. However, as Jaskier is the sole maintainer of the 'Plus' flavour - rather than it being just another thread of the A800Win project - he has chosen to just use VS7 and that's fine - no need for him to spend time checking VS6 as well. At the end of the day most people are just downloading the binaries and don't care less how it was built. I just like to have my own buildable version to 'tinker' with. Regards, Mark
  22. But the behaviour isn't there when using A800WinPlus 3.1, so I'm inclined to suspect the emu's code
  23. Found a bug in this version (running under W2K/XP): The console keys are causing additional characters to go to the A8's keyboard. This can be seen in the Mysterious Adventures - when the credits screen appears and the cursor is next to the 'Press Return' text, pressing a console key produces characters to be echoed to the display: Start = space, Select = '.', Option = 'N' Regards, Mark (Also, if anyone needs the project files, I can build this version under VC6 but only if I exclude libpng for now)
  24. http://offer.ebay.co.uk/ws/eBayISAPI.dll?V...item=8207814841
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