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bcombee

+AtariAge Subscriber
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Posts posted by bcombee


  1. I'm reminded of how you once told me about Battlezone having emulation issues on AtGames' Flashbacks, and now whaddaya know? The FB5's only change from FB4 in terms of Atari-IP games is the removal of Battlezone.

     

    I think Battlezone was one of the IPs that actually sold in the first round of Atari IP auctions last summer before they reorganized and decided to not liquidate everything. That might be the reason for non-inclusion. I notice that Math Grand Prix is also missing from the list, another of the IPs that sold.

    • Like 1

  2. Yep, I'm also very impressed with the game lineup for this system. There must have been some real fortuitous license agreements written by the Coleco lawyers back in the 80's, and I'm sure the footwork done to put out the retail Coleco emulator collections a while back helped too.

    • Like 2

  3. I actually know the programmer of Ruiner Pinball, Scott Corley. He went on to develop some great Palm OS software under the company Red Mercury, with ports over to Windows and iOS. I've not played it in a while, but I remember liking the game, although I'd not put it on the same tier as the Alien Crush/Devil's Crush games.

    • Like 1

  4. Well, the light gun was included with the XEGS, so it may have been them just wanting to support that platform with this release and not thinking much about the existing 8-bit users. Having some light-gun exclusive games was a way to encourage 8-bit fans to buy the XEGS.

    • Like 1

  5. If you're serious about doing this, I'd start with a surplus Blackberry phone trackball -- SparkFun sells a breakout board with one that has all the needed sensors. The board outputs pulses for each of the four directions that can be used to measure speed, but I don't know if it always returns to the same high/low value when not moving, so you'll probably need a microcontroller to decode and turn it into the joystick direction signals.

     

    - Link to Sparkfun's site: https://www.sparkfun.com/products/9320


  6. My understanding is that it's loosely based on the founding of Compaq who made the first 100%-IBM PC compatible by doing a "Chinese Wall" reverse engineering of the PC's BIOS (one team of engineers reverse engineered it and wrote a spec, another team used that spec to make a new implementation).


  7. I just got a Edit 6502 cart yesterday, although my copy has a very nice condition label. However, I can tell that it was screwed together with the screw on the back side of the case. The brown casing is of similar color to what's in the listing. However, the front of the cart on the eBay listing has two slots that my copy doesn't. My copy of Monkey Wrench II has those slots, but that's a gray color.

     

    I think there's a good chance this is a legit LJK cart; I'd guess there weren't that many companies with 8-bit cart molds and the small makers just bought what they could, with runs not being consistent color.


  8. The inclusion of Gauntlet is interesting; there was no 2600 version of that, so we've officially moved into "2600 games + random other old Atari properties" world. That's also an Atari Games title, rather than legacy Atari Corp, so there's some licensing from Warner Bros too.

     

    That trend had already started with the FB4 and it's arcade-based Space Invaders, but I'm really curious to see the game list and see how far its drifted from the pure 2600 experience of the FB2.


  9. I used the debugger to stop at the end of the frame, then directly poked in "0A" value into RAM for the cells where I wanted 1024 tiles, then turned off the debugger and continued play. I was able to get the memory layout from the source code.


  10. Just had a chance to try this out again, some amazing improvements here! I really like the end-of-game detection crash sound, and the high score is a great addition.

     

    Hopefully, I'll get some time to finally hack on a few things with the code this week. I'd like to play a little with sound effects to see if there could be some differentation based on the biggest block to combine. I'm also still thinking about the larger scale animations I'd mentioned in one of the bug reports.

     

    I have to admit that I cheated and used Stella to poke a couple of 1024 blocks on the board so I could see what happened if you won. Nice!

    • Like 2

  11. I'm seeing a strange bug with the latest version on Windows trying to compile the 2048.asm from https://github.com/chesterbr/2048-2600/blob/master/2048.asm

    When building, it would repeatedly fail with error

     

    2048.asm (500): error: Unknown Mnemonic 'of'.
    until I changed a line reading

     

        bit $80     ; (3)        ; and P1 close to the beginning of the second
    to

     

        bit $80     ; (3)
    I've not had time to build a debug version of this and try to track down the assembler bug yet, but does this seem familiar to any of the developers?
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