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iesposta

+AtariAge Subscriber
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About iesposta

  • Rank
    River Patroller
  • Birthday 06/15/1967

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Profile Information

  • Custom Status
    Retro-gaming w/my VCS
  • Gender
    Male
  • Location
    Pennsylvania
  • Interests
    2600, 2600 music & sound, Vectrex, mods, Sega Genesis, MacOSX, 7800, Atari 800XL, Colecovision, pinball
  • Currently Playing
    Super Cobra Arcade 2600
  • Playing Next
    Wizard of Wor Arcade

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  1. Be on the lookout for New Choplifer: https://youtu.be/K3mXnagb4do
  2. You have my permission to make a cart from the posted ROM. I’ll update the first post. I don’t intend to make this an AtariAge store release. The hack was to be a Doctor Who game. I also was thinking about making another expanded Berzerk with sampled speech, because the updates like no HMOVE lines, diagonal shots, and options menu improve the Atari original release a lot.
  3. You’ll get lots of tips if you want them. Nathan completed the whole State Frosty 2 game. But I don’t think I’ll ever complete it. It is one of the most advanced carts, a real achievement in 32K.
  4. James, Are you playing Stay Frosty or Stay Frosty 2 on Wednesday, December 4? I hope it is SF2.
  5. Nukey Shay is correct. Pitfall II’s DPC chip helps with this technique of just changing the volume register as often as possible to generate in-tune notes. Mappy and Stay Frosty 2 also make music this way with the extended function DPC+ implementation. The home-brews of Boulderdash and Stella’s Stocking make this type of music in their title screens using only programming and without use of the DPC chip. The music in the tetris homebrew Chetiry is also another example. But I was impressed when I first heard it in the Sweat Prototype and realized it was done in software around the time Pitfall II was doing it with the DPC helper chip.
  6. Omegamatrix helped me expand the original Atari Berzerk. This is a quick holiday hack of that featuring Frosty the Snowman. The Frosty song in the Title / Options screen fit real nice. It loops endlessly. Enjoy! (Permission is granted to make a cart from the posted ROM.) Frosty_20191125.bin
  7. RetroRecipes channel would say, “PCBWAAAAY! PCB stands for Pokey Comes Bundled.” He’s funny that way.
  8. I have enjoyed all of your videos. You should continue to make them when you are ready. (You don't need to post them immediately after recording.) If YouTube doesn't improve, alternatives to YouTube will come around. Anyway, thanks for making them, and for talking about it on AtariAge.
  9. Something similar is being done on a Vectrex multi-cart where the actual arcade ROM is emulated on the multi-cart co-processor, and the console is using its sound and graphics routines to display the game. You need to provide the arcade ROM yourself. While this is very much “cheating” to the max, in the case of the Vectrex, getting arcade play on a less powered home console feels amazing. It would be nice to see someone talented enough to try this on the 2600. This involves writing an emulator on the multi-cart’s ARM chip, writing the 2600’s display routines, sound effects, and joystick interaction using the game ROM’s emulated input / output while staying within the limitations of the 2600.
  10. My DK and D2K rom files are not locked to the LTO Flash. I purchased those before the LTO Flash was released. They have my name in the ROM start screen which I like a lot.
  11. For samples I’ve made for games, I use 4000Hz as a starting point, which uses less ROM data and allows longer duration. 8000Hz sounds very good. Thanks for the tools!
  12. Extremely simplified, 2600 changes the scan line that makes up a television picture as it is drawing that scan line. That’s what has allowed it to be exploited and pushed so far from what it was originally designed to be - which was a Pong / Tank video game. It has what I like to think of as 7 “objects” that can be manipulated. Two 8-bit objects: Player0, Player1; Three 1-bit objects: Missile0, Missile1, Ball; and a Playfield, and Background Next it is good to learn how the 2600 uses and changes those objects in different games. You can see these objects visually using the emulator Stella’s “Debug Colors” by pressing Alt-period or Command-period (PC or Mac computer).
  13. I noticed Skiing swapped players, now I see why. Thanks.
  14. Endlessly fascinating topic, and one I’ve always been interested in — even back to 1982 when I wondered about the rolling numbers in Enduro. Activision you have covered. Dolphin or Stampede for Player sliding. Brilliant uses like Skiing with one Player for the entire scene which allows horizontal and - on a variation - vertical at the same time. Sky Jinx was also impressive to me. Mindmaster as suggested. •You could highlight “best clever use” of an object. The Ball is pushed and repurposed extensively. The 2600 Ballblazer homebrew does the two independent scrolling game grids with just Background! (In my mind I consider Background a 2600 programming object. )
  15. I hope this is the fault and the fix! The 3 solder points to the Regulator should measure (to ground): input DC volts (varies 9V to 15V), ground, and 5V. I’m not sure why the RGB mod uses this regulator board, but I remember it caused some problems and the round green capacitor attached to it needed an updated value. Note: You can replace a normal VCS 7805 with one rated for higher Amps - that is recommended. (orig 7805 at 500ma to replacement 7805 at 1A) The green “chicklet” capacitor just above the 7805 SHOULD BE CHANGED. It can be seen in the above picture. When bad, it causes “snow” that looks like RF interference, but it is not interference. Some kits have the same shape part, or it may be plastic rectangle.
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