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ZylonBane

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Posts posted by ZylonBane


  1. I'm afraid the slotted joystick port has nothing to do with board revsion. It was more to do with whatever happened to be the cheapest (slotted or non-slotted) 9 pin connector when Atari bought them.

    I doubt they were a commodity item. The slotted ports were specifically for the 2800 controllers, which have small bumps on them that let them lock into the slotted ports.


  2. There are actually 3 major variations on the 7800. The rare original production run with expansion port, a second run with slotted joystick ports (identical to the ports on the 2800/Sears Arcade II), and a third component-reduced version, which is the one with all the compatibility problems.


  3. Nonsense, there was a discussion about how a 2600-Robotron homebrew might be possible (though limited) by using playfield gfx for "Grunts"...so I would think that keeping track of just a few platforms would be easier than doing that.

    Only because you don't really know what you're talking about. The Robotron proposal (which *I* came up with) was for an ELEVEN-line kernel, not a single-line kernel. Plus, it treated the playfield as a pure RAM-based bitmap with all updating logic outside the kernel, not a RAM/ROM hybrid with logic embedded in the kernel itself.

     

    Have done any programming on any Atari, ever?


  4. So it could be done as pictured with as few as 2 bytes RAM assuming the elevator columns are moving in sync.  If the elevators are out of sync it would take more like 3 or 4 bytes of RAM, but it seems doable to me.

    Sounds like this would consume far more CPU cycles than are available in a single-line, non-mirrored playfield kernel.


  5. Ah, sacrificed many evenings to Koronis Rift. In retrospect, the only thing it really had going for it was the spectacular graphics and terrain interaction. The way your speed and viewpoint varied as you drove around Koronis (and the shifting engine sounds) was just perfect.

     

    Looking back, the actual gameplay sucked hard. You spend all of your time either driving around, or spinning in circles trying to blast the UFOs that hassle you. Success apparently requires figuring out what the modules do via trial-and-error, but in a game where "error" means death by one or two UFO shots, followed by about two minutes to start over, experimentation isn't really encouraged. It's like if someone tried to combine Doom and Mastermind. Just doesn't work.

     

    The "Ballblazer" module was pretty cool though. :)


  6. Meh, it's an aquired disinclination due to getting into way too many technical discussions where the other side just didn't "get it".

     

    In this case, the not-getting seems to be that Nukey isn't realizing that, while sprites are unlimited vertically, they are extremely limited horizontally. A 2600 playfield can represent 20 peak-valley transitions in a single line. That would require 40 sprites to smooth out the scrolling of each side of each pixel.

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