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About kiwilove

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  • Location
    Dunedin, New Zealand
  • Interests
    Playing Volleyball and Table Tennis, interest in ancient ancient civilisations, UFOs, truth/reality, ancient technologies, future technologies, morals and ethics, anti-violence, anti-religions, etc etc
  • Currently Playing
    Not a gamer anymore... retired in that area.
  • Playing Next
    Testing as in current project AtariBLAST!/GTIABlast!

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  1. Can't seem to be able to download a running file of Thrust. Comes up with only save as HTML - which of course is the wrong format. But there's no other option available. Didn't have this problem in the past, so what's up? Harvey
  2. Nope - progress has not been all that active - but what do I know? Some one might be beavering away on it... maybe? It only seems to be very active - by those who are new to hearing about it now. I would be surprised if enough progress has been made towards the end of this year? That it can be done using the original hardware - without resorting to 64K would be the surprise. Harvey
  3. A stock 2600 does not include a Harmony cartridge. I did mean to say that Galagon does not run on a stock 2600. Harvey
  4. Though I only skimmed through the video showing this game running - no mention was made that it requires the Harmony cart to run, and that it does it's magic through using the ARM processor. So that it does not run on a stock 2600. Therefore this could not be done like this, back in the day, via Atari. This kind of upgrade was not possible. Sure - a Galaga port could have been done - but with blocky, glitchy graphics. It does seem to be likely possible for an excellent port of Galaga to be possible on the Atari 8-bit / 5200 hardware - as seen in the above thread - but it is only a WIP / experiment at the moment. Using all the tricks available to pull it off successfully. Harvey
  5. A game I can put forward for modification - would be - Thrust? Haven't played this in ages - but from memory - I think that it'll be sweet to have it modified for 2 button joystick usage. To use the controller instead of a keyboard - so that you'll have the expected rotation for left/right, and down for thrust, and up for tractor beam. But also the button 1 for thrust, and button 2 for tractor beam - should be an improvement over the default settings? Buttons are there for those who prefer using them? Would give an incentive to replay this game all over again, to see if it's easier now? Harvey
  6. Here is the problem with the sprite frames - if you look at the diagonal frames of the central sprites used - on the left hand side - you can see how difficult it is to get them looking 'normal' in their diagonal direction. sprite_frames.bmp I think Paul has done an exceptional job with this 'test' - a big improvement over the first one. I do hope that whoever going to work on this conversion - do take note of how the original explosion(s) are done - and how they can be better improved upon - so that the whole project looks pretty darn neat - and finally in the words of Edmund Hillary - that we can knock this bastard off - and it's good to know that various people are quite willingly to lend a helping hand (and ear) to assist. Harvey
  7. Wonderful for sure. You're making us drool for it now... the next version coming along sometime.... Harvey
  8. Nice to know that someone's keen to help out with the music (and SFX?) side because sound is so important in these iconic games. Tezz is the most likely person to work on a conversion - as he has some good personal connection with the arcade game. But with him being busy with other projects? We can only hope he now knows what to do on it when he has the time - thanks to Paul. It will be a surprise to everybody if a 5200 conversion will end up surpassing the 7800 conversion? Or at least equal to it. So that we can all enjoy what I think is the most wanted of the missing games for this hardware platform. (of course - also there being an 8-bit Atari 400/800/etc conversion too). Harvey
  9. I use to help out a fellow Atari user back in the day - who only had an Atari 400 16K computer with 410 tape deck, by transferring 16K games from disk to tape. He would put them on a single tape - one game per tape. I can't remember all the details - being so long ago, but I imagine that it would be two games per tape, one on each side. So I eventually did all the 16K games that could run. The pirated 16K game carts could not run of course, since they now had the requirement of 48K for disk. Somewhere in my head - I seem to remember that the boot disk header is so similar to that of the cassette header in how it worked? That you could load 16K games from disk, if you put the one game on per disk? I wonder if this would work with some flashcarts? It might sound a bit silly putting the one 16K game on a 1mbit atarimax cart (or 8mbit) - just to run one game. I wonder if it'll work? That Atari 400 user - did sell his 16K machine to purchase an Atari 800 with 48K and eventually got into programming his own games. Harvey
  10. So far the only confirmed game working on an Atari 400 16K machine, on a Atarimax cart - is AtariBlast! which I tested myself. But that was only the one time I had access to one. I am looking to buying a Atari 400 - if the price is right - probably prefer it upgraded to all the mods possible - but a stock 16K machine would do also. Harvey
  11. I did get around to converting data from a C-64 BASIC program - of the USS Enterprise into Solid States. This was from a British magazine, I think? (Don't know if anyone else did this as well?) The best object was probably the Tie Fighter - which was included on a ANALOG disk? The Y-wing fighter looked pretty ugly. I did get around to porting these graphics into Graphics 7.5 and reworking on them with AtariArtist - but I forgotten how was this done? The same with reworking a Graphics 8 image into Graphics 7.5. Took the drawing the Atari 400 in BASIC image and added the various accessories to it.
  12. Frogger comes to mind - Online version came in 16K and 32K versions. Also Shamus - got that on cassette BITD. I haven't read of anyone making use of the Atarimax cart - and other flashcarts too? With a 16K Atari 400 or 800? I wondered if they can work with 16K machines or not? I also wondered if any of the 16K cart titles have been patched to run on 16K machines? It may sound odd that Star Raiders can't run on a 16K 400 from disk/flashcart. If it was a simple matter of changing the loading and run address --- but I'll guess it's much more complicated than this? Harvey
  13. I'll admit I don't have a good memory when it comes to remembering information that I have read - but I get the general impression that it was the arcade division and those who worked on the original games - have put the time and effort into their creations. (Original authors have to be duly credited for using their imagination and knowledge of the hardware they are making use of - for doing something not done before? I'm always amazed by various titles that have first appeared on the 400/800 machines that show such ingenuity at work - whose authors ended up migrating to other systems or perhaps away from games development entirely?) I forget the website which has many of their stories from the original programmers. But there were the games licensed by Atari - typically Namco games - that perhaps the American audience failed to recognise - it was developed in Japan, and Atari brought them State side. It would be wonderful to hear stories about your favourite games/carts about how the Atari 400/800 conversions came about. John Harris' Frogger was one story that became public - to me - it demonstrated how the Atari 8-bit hardware could be pushed to make the home version looking better than it's arcade parent by a keen young programmer. Donkey Kong was another that stood out - for it's accuracy that became an early 'Let's Compare' title across different computer and console conversions. There was such a hoo-ha about the Coleco conversion - and I was sure that the Atari 8-bit hardware could deliver something better? Of course - all of the various coin-op to home conversions were sometimes asking for the impossible to happen. How could a home computer deliver a somewhat faithful conversion that was developed for a dedicated arcade cabinet where the cost and computer/graphics power difference was so great? One can understand how a console like the SNES ought to cope well enough with it's powerful graphic and sound capabilities - but computer hardware designed back around 1978? (When was the actual date that Jay Miner started on the design specifications for the 400/800 computers?) to then have it ready for it's 1979? release date - but I'll guess it must be around 1980? that they were available on store shelves to buy? And when were they in good numbers available locally in the US?). It's nearest competitor - the C-64 was 3? years later on. Harvey
  14. I haven't come across these details before - so - very interesting reading. It's more or less what I expected - this kind of story about so-called inhouse development within Atari Corp. I would imagine that inside Nintendo development - it's a whole different kind of story, with a more professional approach present? Harvey
  15. Maybe something to consider - if doing a game - is the possibility of including more in the way of animation or animation effects. The speed of which - framerate as such - need not be fast at all. At it's proper speed to be seen to be noticed. Harvey
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