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Posts posted by tep392
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In fact, version 2.9 of MaxFlash has added support of 16k roms. 8k roms were the limit before, as rdea6 posted.
Cool! I didn't know it was updated.
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You might be able to get a mini-speedy from this guy.
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I'm totally in for a CIB with the retro brown cart.
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Love the pics! That's a nice piece of Atari history there.
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And we use the .bin, not the .a78 with header.Just a heads up, that extension has to be all uppercase (*.S9P) for the cart to recognize it properly. In fact, all extensions currently supported must be in uppercase.
You probably already know, as well as many others, but for the newbies, it is an important point.

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DKPK has rom at $4000 but works on the Mateos. The Mateos cart does a hack of reads enabling the ROM and writes enabling the POKEY. This was how Prosystem emulator managed to have POKEY sound with both BBCQ and DKPK.Negative, that is what sets BBCQ aside from anything Atari ever made, the full address space from $4000-$FFFF is used by the game, the POKEY can not live @ $4000. In fact, the player graphics are in the $4000 region.
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Works great, except never got BBCQ to have sound. I believe tep392 made a special version of DKXM to work on the Mateos and that works great. Both are extra large sized POKEY roms.
The Mateos POKEY support is at $4000. It reads from Flash ROM at $4000 but writes goto POKEY. BBCQ should work if it's built for POKEY at $4000. I think the source code has the option to use $450 or $4000.
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I loved mine before I broke it. Sadly, I made the careless mistake of plugging the programmer into the wrong end and fried my cart. That's something to be very careful about if you have one of these. I found that putting it in a cart shell was necessary because it would shake and cause the game to crash if the console got bumped. You have to cut open the end of the cart but it's pretty easy if you have a Dremel.
With the Cuttlecart2 being unobtainium and the Concerto having no line of site to completion, it's a great option and very reasonably priced. I've used mine to put all the pokey homebrew games on a single cart. BBCQ, DKPK, Froggy, Beef Drop, Pac-man Collection, Pac-man 320 and Ms. Pac-man 320 make for a great POKEY multi-cart.
TEP392
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Hello Video 61 has the cartridge boards in, but they were sent without any schematics. They are populated minus the EPROM and no bank switching logic chip. There are pin holes for both 28 pin and 32 pin EPROMs. We are going to use them for games that are 32K and under with no bank switching. These are made by Bryan. We did not receive any schematics. If anybody has any information on these boards, please post something or send me a PM.
For a 32k cart you need a 74HCT00 in the 14 pin location labeled "No", Normal. You can use a 64k or 32k EPROM in the 28pin Lg/No position. Put 0.1uf caps in C2 and C3.
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Hello Video 61 has the cartridge boards in, but they were sent without any schematics. They are populated minus the EPROM and no bank switching logic chip. There are pin holes for both 28 pin and 32 pin EPROMs. We are going to use them for games that are 32K and under with no bank switching. These are made by Bryan. We did not receive any schematics. If anybody has any information on these boards, please post something or send me a PM.
Your best bet is to PM Bryan directly if you need help with his boards. I still have my PM to him from when I built Pac-man Arcade using his boards. He was very helpful.
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Just a quick update. We haven't yet figured out the reason for the BIOS not booting properly. Mark has a board to test and I have one in the mail, so hopefully we can get it figured out soon and get this moving again.
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You're porting D2K to the 7800?

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The atarimax carts are flash memory based multicarts that have been around for a while. They come in 1mb and 8mb versions. Your ultimate cart is compatible with the rom images used by the atarimax cart. None of these carts add ram to your machine. They look like rom carts to the computer. What you need to do is goto the atariblast thread and grab the atarimax version of the game. The version you have tried is intended to be loaded like a file into a machine with expanded ram. It was released like that for people who dont have a multicart.
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You should be able to run the atarimax 8mb version on your ultimate cart on a standard 130xe.
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McDade's.
Wow, that brings back some memories. That building where it used to be is still there, though it's some warehouse/manufacturing plant now.
They closed down back in the late 80's I think.
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It's not gaming related but I'm excited and wanted to share. I found this at my church's rummage sale for $1. It's the first digital watch that I purchased back in high school. I bought one of these from the McDade's Catalog Showroom in Carol Stream, IL in 1981. Now I just need to buy a battery and see if it works.
Edit: One of the LCD segments wasn't working and the buttons were flaky, but after disassembly and cleaning all the copper pads, the LCD and buttons are fully functional.

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That's what I rocked with my 400 computer BITD. Had to take it to the basement for color gaming sessions.
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Tep... are you up to doing the sounds? You did such a great job w/ Ms. PacMan 320...
Thanks for asking. I would help but I barely have enough free time to keep progressing on my Donkey Kong II project. I'm also moving in a few months and that is going to kill my free time. It sounds very similar to Pac-man, so maybe just needs tweaking of my existing sound code. If someone else want's to take my code and build off it, they're more than welcome. I could spare some time coaching someone on how it works, if that helps.
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This poll will come in handy when my wife complains about how much Atari stuff I have in my modest collection. I'll just read her some of the stats to show her how good she has it.
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Personally, I don't think the additional expense and effort is worth it. The pass-through glitch, as it stands, does not harm the game in any way. I would even say it adds to the quality of the game.
You can tell that it never bothered anybody, which is why it was left in Ms. Pac-Man and other derived games.
Fun fact: there is an actual bug in the targeting logic for one of the Ghosts, were a computation had a chance to overflow and corrupt the results. It is easy to fix, but doing so would not make the game better, just slightly different, so it was never fixed -- not even in Ms. Pac-Man.
Such are the intricate vicissitudes of Pac-Man's essence.

dZ.
I'm not suggesting it should have been changed. It's just the programmer in me thinking about possible fixes.
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Er... Not quite. There are no pixel tests involved. The sprites are 16x16 pixel objects laid on a play-field grid composed of 8x8 virtual tiles. At each decision point, after the sprites are moved, their position on the grid is computed by mapping their screen bitmap coordinates to the virtual tile coordinates. This is pretty much just a division by 2 with an offset to compensate for the virtual grid being larger than the object position area.
The virtual tile X and Y coordinates are then compared between Pac-Man and each one of the Ghosts: if any of them are equal, a collision is registered. It's quite elegant and simple.
tep392 is right that one possible solution would be to move the Ghosts before Pac-Man and test before moving Pac-Man. However, there would be an impact to game-play since now user input processing is delayed by the AI, which may result in a perceptible lag. Also, there is a chance of making the Ghosts much more aggressive by giving priority to their motion rather than Pac-Man.
Taken in isolation, none of these are a big deal, but they affect the delicate emergent behaviour that the actual game evinces due to its implementation.
I agree with tep392 that the pass-through glitch was most likely unintended, and just an inadvertent artifact of the implementation. Whether you call that a bug, a flaw, a feature, or just a side-effect, depends on your own point of view. I don't consider it a feature, but I don't consider it a bug or a flaw either.
dZ.
Another option would be to add add an additional check to the collision code, that checks for the very specific condition of Pac and Monster swapping positons, which should only happen if they pass thru each other. Would require saving the previous positons but could be coded efficiently.
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Perhaps. However, in Pac-Man, user input has priority over any other event. This allows the user to eat power pellets or dots even when he is overlapping one of the enemies. Changing the order of collision detection and their priorities will have a noticeable impact on this.
Your solution would work, but it doesn't come for free. The trade-off is in game-play mechanics.
dZ.
Any change in collision detection would by definition impact gameplay.
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The collision detection doesn't compare pixel level x,y coordinate, like a bounding box method. It's just checking if they occupy the same square in the grid. The fix is as simple as changing the time when the collision detection is performed. No additional CPU cycles necessary.In a nutshell, the issue is that there is 1 pixel on the ghost and 1 pixel on the bad guy that are collision pixels. If they occupy the same space then that is a collision. However they can sometimes be off by 1 pixel and thus no collision. So a way around it is to check pac-man's collision pixel with every pixel around it to see if it's near a ghost's collision pixel. So instead of just 1, it'd being doing 9 of them. Now back in those days that may have been to much to do for speed or memory. Also, they programmed in assembly with limited power/memory. So I think is the programmer wanted to fix it, he could have. I think it was more of a decision to release a game to make money verses fixing something so minor (just an opinion).
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The thing I like about the pass through the ghosts bug is that there is a palpable element of risk to exploiting it. If your timing or your pattern is off, instead of sailing through the ghost, you die. How many Perfect games were ruined because someone tried failed at triggering this bug?
It's worth practicing because it gives you a small chance of escaping when you get cornered.

What's up with Froggie?
in Atari 7800
Posted
I just purchased a BB off ebay, so I'll be ready when this gem becomes available.