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Posts posted by Robert M
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Hello,
I just found out about this event this week. I don't know what it will be like. I plan to go on Saturday. Here is the text of the newspaper ad I found about it:
Rochester Arcade & Video Sale at the DomeSaturday November 26th 10-8PM, Sunday November 27th 10-5PM
FREE ADMISSION
Pinball Machines
Juke Boxes
Video Games
Pool Tables
Dart Boards
Air Hockey.
I am guessing that by "Dome" they are referring to the convention center Dome in Henrietta, NY just south of Rochester. I will report back what the show was like. I hope to see you there.
Cheers!
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Someone could hack Beat 'em & Eat 'em to reproduce the the murder scene where the main character bludgeons the woman to death with the oversized phallic statue.
Then to recreate the re-education experience, the game will force the player to endure a level of VCS pacman every time he hurts someone.

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I have always thought the movie Black Hole needed a VCS game and how about Dark Crystal?
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I was very disappointed by Warlock. It looks great on the box, and the story in the manual is cool, but the game play is painfully dull and repetitve.
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Don't listen to these guys. They do not know what they are talking about. Here is what you need to do in just 3 simple steps:
1. Buy yourself 48+ cans of Mountain Dew.
2. Start chugging Dew
3. Play Kaboom.
At some point the caffiene will produce shaking in your hands that perfectly compensates for the jittery paddles. Stop drinking Dew, and enjoy your jitter free game play.
Have a nice day.
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You can't use the double up door until you find the single up door.
Cheers!
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Are you playing the beginner level? It ends after 6 rounds. To get 12 rounds you need to select intermediate or tournament level.
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Also Wolfenstein wouldn't exist without the work that Robert did to reprogram it and he has a say into what happens as well. I would love to see a deluxe version released with some redesigned rooms. Anybody else?Neo and Nukey are free to hack my hack all they want. Wolfenstein would not exist if the original programmer had not written it. I am just a link in a chain of creators. Do as you will!
One small change is a lot of people complained that the game was too dark. The game has been made a little brighter.Good! When I saw how dark it was on my home TV I was bothered myself.
Cheers!
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This is a great game!
64,350!
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Just an odd thought....Given that each controller port has two analog inputs, I'm curious if there were ever any analog joysticks made for the Atari 2600? And there were no games that supported an analog joystick, right?
Even if there weren't any analog joysticks made specifically for the Atari 2600, are there any that are pin-compatible with it?
I have a homemade adapter that I can use to plug an Atari 5200 joystick into a 2600. I use it to play Marble Craze with a joystick. The only problem it has right now is that I have to hold the joystick rotated 90 degrees to get the joystick motions to match the movement of the ball on the screen. I need to come up with a circuit that will invert the analog signal along one axis so I can hold the stick the right way. Its just been "good enough" for me not to bother with it so far.
Cheers!
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I would think the paddle pins would be useful when reading two joysticks, but not in the indicated fashion. I would suggest that for reading two joysticks on one joyport, one use the 'discharge' function on the paddle input to select which joystick should appear on the joystick pins. This would result in 'normal' software seeing the first joystick as it normally would. Special software could view the second joystick, however:lda SWCHA; First joystick sta firstjoystick lda #$81; Or $80, depending upon whether we want to be blanked now sta VBLANK ; Kill a little time (probably about 20 cycles worth) lda SWCHA sta secondjoystick lda #$01; Or $00 sta VBLANK
Piece of cake. For more than two joysticks, I would suggest having a circuit so that a long period of time (>10ms) without draining the paddle would select the first joystick; draining and releasing the paddle would select each joystick in turn provided that it was drained at least once every 1ms. This would allow any number of joysticks to be read with much less software overhead than trying to read analog signals off the paddles.
That's an interesting solution.
Much easier on the 2600's side. Though it would probably require much more than just passive components as some parts of my solution would (i.e. mine could be done with just resistors and caps.) So in that sense, it's a compromise.
I recommend that you use a MUX chip. Run the 4 direction lines from each stick into the MUX. Use the fire line as an output to select the set of lines you want output from the MUX into the 2600. Then reroute the Fire buttons into the paddle inputs. In software you clear the paddle timers, then set the output low and read the 1st joystick. Set the output high and read the second joystick. wait the min time for a the paddle lines to charge if the fire button is pressed and go from their. It should be quite doable and not too processor or external hardware intensive.
Cheers!
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Impossible Mission (just kidding!
)
Actually, Impossible Mission is very doable for the 2600. The game play is stratified into horizontal zones which is very 2600 friendly. Just look at Keystone Capers to see what I am talking about.
Cheers!
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Game #4 is not bad in my opinion. It has just the right balance of speed an control. You need to decide in a split second to go for the shot or swerve out of the way.
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Please consider for the queues the ability to auto reload. So for each queue there are 2 addresses you can read from in the kernel. The first location reads the next byte and removes it from the queue. The second address reads the byte and requeues it at the same time. That way if you have something like a static background you don't need to restuff the queues every frame.
Note: This only matters if you are implementing the queues as a separate memory space only accessable with pushes and pops. If they are just ranges of regular RAM that can be alternately accessed via self incrementing pointers, then this is not a problem.
Cheers!
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Adventure is great because...
1. It has random item placement for game mode 3.
2. The enemies are free agents. They go about their business even when you are not around. Absolutely revolutionary! Many modern games still don't do this simple concept. Instead we are forced to endure scripted encounters. Nothing is scripted in adventure. Adventure is an environment, a system if you will. The objects, agents (dragons and bat), and you are all thrown in together and stuff just happens. Its great!
3. The magnet:
- It gets things out of walls. An absolutely brilliant solution to a problem changing the annoying dropping habits of the bat into a quest objective: Bat drops the key in the wall, now you need to find the magnet first.
- Use it with the bridge to pass through "impassable" walls. There are some weird transdimesional passageways just begging to be found.
- Use it with the sword to fight dragons in a new way. (Predates the Half-life gravity gun by what 25 years!) Freaking revolutionary!
- Use it to lock a key inside a castle of the same color trapping anything that happens to be inside at the time.
4. The Easter Egg! I remember my brother found the magic dot, and we were all "WTF?" and then we received the issue of AA magazine that showed us what to do with it. Awesome!
5. The catacombs.
6. Take a ride in a dragon stomach and see the world.
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Its an alright system. They really should have put a backlight in it. I am constantly struggling to get just the right lighting level and angle. I have almost every title for it and here are the ones that a pretty damn good in my opinion:
Monopoly
Scrabble
Resident Evil
Solitaire
Lights Out (Same thing as Okie Dokie on the 2600)
Wheel of Fortune
Jeopardy!
As you might sumise the titles with minimal movement on screen and which use the touch screen are the best of the bunch.
All of arcade conversion titles are complete garbage because the screeen can't display them without heavy blurring.
The port of Sonic the hedge hog is impressive. Its really the complete game at full speed in blurry greyscale.
Jurassic Park is probably the worst video game ever created for any system in all of history past present and future.
The name Tiger Game.com is probably the worst name choice in Video Game history. How the hell are you supposed to search for that on the internet? Sheesh! There is not a unique word in the bunch. I suspect it helped the demise of the system.
Cheers!
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Man that is shameless. Even the vein patterns on the backs of the hands match exactly. Any differences between the two images are only there because the artist lacked the skill to steal the image more effectively.
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That's a cool possibility for a hack. If picking up an object made the player bigger or smaller, then you could have passageways that could or could not be passed when the player carried particular objects. That would take more bit hack though.
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again i need help for my game Boinxx... and again it's math... as memory is getting tight is there any very fast way of performing a div 10 and div 6?tile=tile_buffer[hposp0/10+10*(ypos/6)]
That formula does not seem right to me. Shouldn't it be:
tile_num = xpos/TILE_WIDTH + NUM_TILES_ACROSS * (ypos/TILE HEIGHT)
IF you make TILE_WIDTH and TILE_HEIGHT powers of 2 then you can do quick divide by shift operations.
GIVEN: TILE_WIDTH = TILE_HEIGHT = 16 X = xpos and Y = ypos THEN CalcTile TYA AND #%11110000; Mask out fractional bits to optimize *10 LSR STA temp; Save (ypos/width) * 8 LSR LSR ;; CLC ; CLC not needed ADC temp; (ypos/height) * 8 + (ypos/height)*2 = 10 * (ypos/height) STA temp TXA LSR LSR LSR LSR ; xpos /16 CLC ADC temp; tile_num = (xpos/width) + 10 * (ypos/height)
Also if you invert the matrix storage in memory so that its like this:
tile_num = ypos/TILE_HEIGHT + NUM_TILES_DOWN * (xpos/TILE_WIDTH)
then you can set NUM_TILES_DOWN to 8 and simply use 6 entries in each column of tile_buffer to hold the game board, but use 2 entires to hold something else and optimize the code like this:
GIVEN: tile_num = ypos/TILE_HEIGHT + NUM_TILES_DOWN * (xpos/TILE_WIDTH) TILE_HEIGHT = 16 TILE_WIDTH = 16 NUM_TILES_DOWN = 8; really 6, but we are going to not use 2 rows Y = ypos, X = xpos THEN calctile TXA AND #%11110000 LSR ; NUM_TILES_DOWN * (xpos/TILE_WIDTH), where TILE_WIDTH = 16 STA temp TYA LSR ; divide by tile height LSR LSR LSR ORA temp ; tile_num = ypos/TILE_HEIGHT + NUM_TILES_DOWN * (xpos/TILE_WIDTH) ; Also the tile_buffer is arranges in memory as tile_buffer column0 DS.b 6; Allocate 6 bytes for the first column. DS.b 2; These 2 bytes are free to be used for anything else. column1 DS.b 6; Allocate 6 bytes for the second column. DS.b 2; These 2 bytes are free to be used for anything else. column2 DS.b 6; Allocate 6 bytes for the third column. DS.b 2; These 2 bytes are free to be used for anything else. column3 DS.b 6; Allocate 6 bytes for the fourth column. DS.b 2; These 2 bytes are free to be used for anything else. column4 DS.b 6; Allocate 6 bytes for the fifth column. DS.b 2; These 2 bytes are free to be used for anything else. column5 DS.b 6; Allocate 6 bytes for the sixth column. DS.b 2; These 2 bytes are free to be used for anything else. column6 DS.b 6; Allocate 6 bytes for the seventh column. DS.b 2; These 2 bytes are free to be used for anything else. column7 DS.b 6; Allocate 6 bytes for the eigth column. DS.b 2; These 2 bytes are free to be used for anything else column8 DS.b 6; Allocate 6 bytes for the ninth column. DS.b 2; These 2 bytes are free to be used for anything else. column9 DS.b 6; Allocate 6 bytes for the tenth column. DS.b 2; These 2 bytes are free to be used for anything else.
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Hey hey!This happened to me twice in my life...
However, I could be wrong when I quoted "Almost Made It" as the screen message since the whole thing happened so damned fast it shocked me.
Cheers!
Joey
Glad to know I am not insane, and it really does happen. It is such a surprise and the text flashes by so quick I don't doubt I have misread it. It appears behind everything else on the screen which makes it harder to read as well.
Cheers!
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Okay, this is really weird. I was playing Food Fight. I set the game to expert and started on level 16. I took my time getting to the icecream cone on level 16, and the game decided to do an instant replay. Great, fine. However, the instant replay was WRONG! As my player went for the cone, a chef threw a piece of food and hit me. I was killed (I even lost a life) and the message "Didn't quite make it!" was flashed on the screen.

Has anyone else ever seen this happen? Is it a bug or part of an Easter egg? It was really weird. I have been trying to reproduce it, but haven't been able to so far.

Rochester NY Arcade & Video Sale at the Dome
in Events
Posted · Edited by Robert M
Well I went to the event. There were about 40 arcade machines, and about 10 pinball machines. All were for sale. They were in various states of repair from great to yikes! I thought the prices were about $100 to high on most of the arcade games, but then I don't have much experience pricing arcade machines. All thte games were on free play, so I got to play a number of games.
The best experience was getting to play Sega Turbo, since I had never seen it before, and there has been talk (and a April 1st prank) about porting it to the 2600. Having played it now, it seems that Enduro by Activision is a rip off of Turbo. Turbo has more in game features though: ambulances, tunnels, city driving etc. They wanted $299 for the Turbo machine. The monitor needs to be replaced, but the cabinet was in good shape.
Here are some of the other games I played there:
Mr Do
Rastan
Double Dragon
KungFu Master
Golden Axe (This machine was in scary shape, it looked like it went through a flood)
Street Fighter
Night Stalkers
Combatribes
Bad Dudes
Mortal Kombat
Primal Rage.
Side Swiper (something like that, it sucked)
Bowling
There is a rumor that there is another event planned for March or April that will focus on console gaming. If I get any solid information on it, I'll be sure to share.
Cheers!