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Everything posted by Defender_2600
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https://castlemaniagames.com/news-and-updates/f/retro-bit-x-sega-announce-genesis-mini-6-button-usb-controller Retro-Bit x SEGA announce Genesis Mini 6-button USB controller!!! May 17, 2019|SEGA Genesis, Retro-Bit The iconic SEGA Genesis console returns in a slick, miniaturized form along with two classic 3-button control pads... but what about the six button control pad? In partnership with Retro-Bit SEGA is offering an official companion controller that has the genuine look, feel and performance of the original to use with your SEGA Genesis Mini! Is this the same controller as the Japanese release is getting? No, the original six button controller released in Japan was smaller than the one released in North America. The Japan release of the Mini will include the smaller six button controller(s) whereas the North American release will include the original three-button. How is this controller different than the Genesis USB controller Retro-Bit just released? The USB Genesis controllers that were just released had a few quality of life improvements with the re-positioned mode button and added L/R buttons. The new Genesis Mini version is true to the original design and does have the added benefit of also working with the Nintendo Switch. Will the USB controllers Retro-Bit just released work on the Genesis Mini? Yes, both the Genesis and Saturn USB controllers will work with the Genesis Mini. When are these expected to ship? These are expected to ship in August 2019 and are available to pre-order here.
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Oh yeah, I agree. Anyway, that 160B 12 colors mode is really a 7800 strong point.
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Just for fun.
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Could Donkey Kong 3 be Done Well on the 7800?
Defender_2600 replied to christo930's topic in Atari 7800
Posted Thu Oct 11, 2018 8:47 PM by tep392 : "I'm working on D2K Jumpman Returns. it requires the XM's extra RAM and POKEY sound and it will utilize the XM high score hardware for saving the score table. I'm converting the arcade code from Z80 to the 7800's 6502, so that this game will be virtually identical. Graphics are all upgraded from what was done with Donkey Kong XM/PK, courtesy of Defender_2600. If there is interest, I will be able to make fully populated carts with RAM/POKEY onboard but they will be quite a bit more expensive." http://atariage.com/forums/topic/273865-happy-new-year-xm-shipping-this-month/?p=4131489 -
So, no rear slot... https://www.akibagamers.it/30-03-2019/sega-mega-drive-mini-data-di-uscita/
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I hope the new Official SEGA Licensed Controller (USB) will be compatible. http://retro-bit.com/sega-collaboration
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Maybe this?
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Since I consider Bentley Bear Crystal Quest a masterpiece, I would like to propose a challenge. Don't base your judgment on the YouTube video but play the game via emulator (at least until Level 3 - Round 4) and then let us know what you think about the enemy positioning and attack patterns, challenge, etc...
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About the graphics, I would like to recommend this update : Donkey Kong Jr. (Graphics Hack)
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Comparing the NES and 7800 on a technical level
Defender_2600 replied to DracIsBack's topic in Atari 7800
Asteroids Deluxe, AstroBlaster, Astro Fighter, Baby Pac-Man, CrazyBrix, Dungeon Stalker, Frenzy / Berzerk, Froggie, Graze Suit Alpha, Moon Cresta, One on One Basketball, Pac-Man 320, Ms. Pac-Man 320, Rikki & Vikki, Rip-Off, Scramble, Space Invaders,Tower Toppler: these 7800 games are all made in 320 mode. Atari 7800 Froggie, in 320 mode ( 320×240 ), has over 20 colors on screen + transparent. The maximum number of colors per zone / scan line (7 or 9 colors) it does not necessarily have to be associated with the maximum number of colors on screen. The 7800 320 mode (320×240) shows square pixels (pixel aspect ratio: 0.9 NTSC and 1.0 PAL) and can replicate the correct aspect ratio of the arcade graphics. The NES with 256 horizontal pixels by 240 vertical pixels display wide pixels and therefore wide sprites/tiles compared to arcade graphics / 7800 320 mode . Same goes for ColecoVision, Sega Master System, CoCo 3, etc., for these systems the pixel aspect ratio is approximately 1.2 NTSC and 1.4 PAL. Also, when you have only 240 vertical pixels it may be useful to place a extra display (scores, status, etc.) on the right side of the main game but in this case the play field will be compromised if you have only 256 horizontal pixels rather than 320 horizontal pixels. For example, here is a comparison with Galaga on NES : Among other things, the NES features a palette of 53 colors, 8x8 tiles / 3 colors from 4 palettes , 8x8 or 8x16 sprites / 3 colors from 4 palettes. The 7800 features a palette of 256 colors and, with the 160B mode, a single sprite / tiles can have 12 colors from 2 palettes + transparent / background (and without limits of size). Therefore the color depth can be considerable despite of the wide pixel aspect ratio. In conclusion, each system has its strengths. For instance, 7800 Ninja Golf (Dragon Boss) : A curiosity, compared to 7800, the SMS puts more colors on screen at one time for the background (SMS 31 colors from 2 palettes vs 7800 25 colors) but for the sprites the SMS has only one 15 color palette while the 7800 can use any palette available. For example, with 7800 160B mode 24 colors on screen are available for the sprites (12 colors from 2 palettes + transparent / background) and a single sprite can have 12 colors or 24 colors with two overlapped sprites. As a side note, I also noticed that in some SMS games the sprites do not have transparency (see SMS Space Harrier). ------------------------------------------------------------------------------------------- "...the SMS has a far, far more limited palette than the 7800 (or even 2600), it's only 6-bit RGB, probably a good bit worse than even the default 56 colors/shades on the NES. (the 7800 has 256 colos, or 16 hues with 16 luminance levels each like GTIA, double the luminance levels of TIA/CTIA)... ...the SMS uses 2 4-bit palettes from 6-bit RGB (64 colors) each with 15 colors (both applicable to the BG, only 1 usable for sprites) plus a solid BG color for a possible maximum of 31 colors on-screen (in both cases you'd have common cases of less than that due to practical limits of separate palettes, probably more so with the NES). Then there's the limits on how those colors are aplied to the tilemap and sprites: for the SMS you could have a fixed 15 color palette for sprites and the ability to select between the 2 palettes for each 8x8 BG tile... ...In any case, you'd be a hell of a lot closer than the SMS's 6-bit RGB... sure it can do 16 colors for any pixel on-screen without any tricks, but there's very few shades of any color... and even if you combined all useful yellowish/orange-ish/brownish shades, you'd probably only manage 6 or 7 colors and even then they'd look a bit off. (games that look best on the SMS tend to be stylized heavily for RGB colors)..." http://atariage.com/...7800/?p=2174853 http://atariage.com/...lors/?p=2925976 -
I agree. http://atariage.com/forums/topic/219298-prince-of-persia-for-the-7800/
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Awesome box as always! And thanks for the credit, not necessary but very much appreciated.
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+ 1 I could not have said it better
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Awesome! My highest score to date:
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Thank *you*, Bob!!
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Yes, 1 pixel off-center dots. As always, many thanks for the reply, Bob. Bob, if it's not asking too much, it would be possible to include these two-color small dots as an option via difficulty switches? After all, I think it's still an interesting compromise (in my humble opinion).
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As an alternative, for Energy Pills it is possible to use dithering :
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Hey Bob, an interesting alternative could be having two-color small dots, we can consider the second color simply as a shadow or reflection :
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You guys are formidable. Thank you!
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Thank you so much, Bob! P.S. I noticed that when you launch or loses the ball there is a light blue line that cuts the sprite (however during the game it is almost imperceptible).
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There are some things, like that animation of your MCP Cart Logo, that remind me that I'm just a little mortal man.
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Wow! I've been absent for a while and now I find a ton of updates! A big thanks to Bob and Kurt! Really impressive work and superb addition to the 7800 library. I love it. Bob, just like a minor graphic suggestion, in the example below, I added some light blue pixels as antialiasing. Thanks again for your kind attention.
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Welcome to Series 3 Jaguar ST Ports - Dangerous Wars 2
Defender_2600 replied to Gaztee's topic in Atari Jaguar
Wow! Rick Dangerous on Jaguar! Great! Just a question, I'm watching the video and I see it's much faster than the Amiga / Atari ST version ...
