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Posts posted by tep392
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I probably shouldn't continue this line of discussion, since its been done many times before, but I'll state my opinion about digital distribution.
First, I think it has little impact on piracy for these 8-bit computers. That is because copying of 8-bit computer homebrews is so trivial, that limiting distribution to physical copies will do nothing to prevent it. If someone wants to make a copy and give it away or even sell it, it can't be stopped. Most importantly, the people that would rather get a pirated copy than buy a legit one are unlikely to buy it in the first place. These are homebrews that sell in the hundreds at best and those sales are primarily to collectors who want to own physical copies. I've offered digital copies of my 7800 Donkey Kong XM/PK and I would estimate less than 2% of my sales have been digital.
My second point is that digital copies can be priced to provide the same or nearly the same profit as a physical copy. This saves the budget minded buyer money and the author loses nothing. It's really a win/win situation for both. Additionally, if bugs are found in a game, it is much less painless to fix the issue with the people who bought the digital copy.
Of course this is just my opinion, and Pete can do whatever he wants with his games. He should not get flack for it.
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I believe I used integer movements with this game and to get fractional speeds, I used a rotating byte with a ROR instruction, using carry flag to indicate if it moves or not. I used Low and High byte for fractional movements with many other games that either move a rotating spaceship like Megaoids, or a moving ball like TileSmashers. I was originally going to keep this as a simple surround type game with vertical or horizontal movement only. It was going be either as an executable or paired up with another game. However I got talked into making it into a stand alone game on cartridge. So I added extra features and options later in the development to make the game more attractive.
Using rotating bytes is the same method I use for Pac-man Arcade, which I just carried over from Atari's Ms. Pac-man release. But I wasn't happy with the vertical and horizontal speeds being slightly different due to the non-square pixels, so in the latest release, I used different speed values for horizontal and vertical movement so they would appear the same on screen. You could use three values for vertical, horizontal and diagonal, if you wanted to goto the trouble. I did the update on Pac-man Arcade just because I found it personally annoying.
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The process of checking for carts in the left or right slot by looking for 0 in 9FFC and BFFC is well documented in books like Mapping the Atari. De Re Atari has a good flowchart of the boot process. I like to reserve 9FFC with a non-zero value so I don't run into any surprises as things move around while I edit/debug code.
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Maybe it's a regional thing. In the midwest, I always hear it pronounced sahder.
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Just throwing it out there, if you have a busted Atari 8bit system or a 5200, they have POKEY's in them too. Could also try to track down a broken Atari arcade PCB with a POKEY on it, that way you can harvest all the EPROM's etc. as well.

Yep. I stole the POKEY'S from my spare parts 5200 and 800xl boards a long time ago.

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Hi,
I am interested in one. Does the donor cartridge have to be Ballblazer? Thanks Tyler
It has to have a working POKEY chip which limits you to Ballblazer or Commando carts and Commando's are less common so more expensive.
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No.
Nothing to do with me!
Ok. I was just curious because you had been talking about including the OS in an emulator and this guy seems to be doing this. The timing had me wondering if it was you.
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Is this the emulator that Mr Robot was talking about in his thread?
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I just bought the last 800 cover. Will buy an 800xl if she makes more.
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Speaking of that, I hope he has one of those masks that Al uses, because that is a lot of solder joints.
I want one now, even if I have to assemble it myself.I can't imagine soldering all those by hand. Just doing a batch of versaboard carts drives me nuts. Each of my carts has 4 IC's, 5 resistors and 3 caps to be installed and soldered, which is nothing compared to the XM.
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Ah you're right! I see the reference you mention on Page 22 of the Happy 810 & 1050 Rev 7 User Manual. (Highlighted). Seems that support for the Autospeed mod was removed in the latest Happy 810 Rev 7 board in favour of a write-protect switch that was compatible in the 810 (since it used the write protect sensor to detect a disk change), and an autospeed mod was never an option in a 1050.
Would sure be nice to find a copy of that 'technical manual referenced there too.
That's it. It's the only reference I've been able to find. I spent some time on google looking for the schematic or install instructions, but never found it.
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I posted some photo's of my rev D Happy Enhancement a little while back. http://atariage.com/forums/topic/257578-happy-810-resources/?view=findpost&p=3621351
I don't recall if I bought it from Best Electronics or B&C, but it was new old stock and should be the last version that was released. The center two chips get pulled from the 810 sideboard and placed in the Happy board during install. I don't know why the disk controller chip, FD1771B, has the window, but it would likely have been in the 810 prior to the Happy install.
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The happy warpspeed documentation references an "autospeed mod". That is probably what you have with that extra pot. I've never been able to find any documentation on the mod. Can you please document the ohm rating of the pot and which specific pins it connects too. Thanks!
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The rom I posted here is the full version of the atarimax cart image.That's not the most recent version of the cart, though.
I don't think Tep392 released it publicly yet; you can only get it on cart.
It has the edits I made after Tep392's initial changes to the ghost points and several other cosmetic updates.
I dont recall if I made any changes after this one.
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Did I miss the post about when a cart will be available from the Atariage Store?

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The guy develops a very useful program and provides long term support for it. Seems pretty reasonable to me that he should be able to make some money on it. If you don't like the price, you don't have to buy it. The price doesn't seem unreasonable at all to me and if he wasn't selling enough at this price, he would have reduced it.
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Curt said a while back that he still has the pre-order list, so don't get too worried if you can't find your order number. I can't find mine either.

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The Dig Dug project will use the yamaha sound chip and to be honest, I didn't want to put much time into it until I knew the XM would get released. Now I'm hot and heavy into D2K so it will have to wait a bit.
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My wait list is starting to grow, so I've ordered more parts and will be able to start building more carts in about a week.
Details:
Price includes shipping in the US.$56 with POKEY chip doner$52 with Ballblazer donerSend me a PM if you want one. If your outside the US, I'll let you know how much the extra postage will be. -
Great. Try the 320k version of commando. It has improved intro screen and music.
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Cool! One request. Make the 7800 version a smidge easier than the arcade version. Those 4 new levels were baby punchers.
I'm thinking two levels. Arcade something easier than arcade. Maybe a few special options like speedy Mario or something else to give the player an advantage.
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Another unknown EPROM...
in Atari 8-Bit Computers
Posted
Mine has some jumpers and cut traces.