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Posts posted by iesposta
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How did the Supercharger make music better?
Supercharger unreleased 1983 prototype Sweat has 2-channel, in tune music produced similar to how Pitfall 2 did with its DPC chip--vibrating the Volume register to produce pure tones. Not done again until Stella's Stocking 4-channel software only feat, and Stay Frosty 2 with the DPC+ music routines.
So this is nice to hear since we just had the 4th of July / Independence Day in the USA and this song is The Star Spangled Banner.
Just run the zip, or the 1 of 3 file.
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You should try and complete the other 4 to get a complete set. I know it will be difficult to piecemeal but it will be worth it. It's a little bit easier buying all 10 of these at once when they ocassionally come up for sale.
Those last 4, well 3 of the last 4 boxes, go for crazy money!
Killer Satellites
Rabbit Transit
Frogger, The Official
Party Mix
Killer Satellites is reasonable, probably because the game play is not that great.
Rabbit Transit is next higher in price. Box art isn't notable. I wouldn't pay what they ask for. Probably around $100 boxed.
The Official Frogger is a masterpiece, and tops some charts with an A+. They really got everything right. Some EBay sellers think just the cassette is $200-$300 range. I got the Frogger and Killer Satellites cassette with a loose Supercharger AND boxes 2, 3, 4, 5, & 6 for around $160.
Boxed Frogger would be the most expensive.
Party Mix is mini-games, paddle, for multiple players at the same time. Probably around $100 boxed.
The last 2 games were mail order and came in sandwich baggies, no box, and are nowhere near as fun as games 1-6 & 9.
My wish was more inexpensive tape games that multi-loaded for an extended changing game experience, which Mindmaster and Dragonstomper did quite well.
There's a Decathlon/Track & Field game type prototype.
That would have been fun.
If you can find Decathalon's Title Screen, they are bit banging the volume register to produce in tune, 3 channel music like Stella's Stocking music, Pitfall II music, Stay Frosty 2 music, but this was back in 1983 when only Pitfall II made music that way.
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I personally believe that the upcoming Vector Patrol from Kristof Tuts is my favorite game of all time, any home system, arcade or computer. It's the entire Moon Patrol Arcade game, plus a whole lot more options and sounds
It really is quite something when a home console from 1982 gets an arcade port that surpasses the original arcade version by leaps and bounds.
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Sometimes you need to switch consoles

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i still have my original supercharger from back in the day.
i also own a 2nd one because it came with the awesome box art of my favorites that i repurchased.
i misplaced all my cassettes, they may still turn up.
i have acquired a lot back, including frogger -loose cassette-.
i bought everything in the 80's except rabbit transit and party mix, even sending for the sandwich baggie sword of saros and survival island.
some day i am going to make for myself, 'the official pac-man' with dintar816's 4k version - like 'the official frogger', my favorite 2600 game for many years.
if they had made 'the official pac-man' and used the supercharger's whole 6k, that would have been a dream come true for me .. i even would have liked multi-load with cut-scenes as additional loads 9although they could all fit in 4k to 6k.
i have a playlist of 215+ games that run on the supercharger. i've only used cassette once in the past 10 years.
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I posted a reaction because Thomas and I were swayed by thehobo's (too late) post of the source code explaining why the colors chosen originally were the colors they were.
For me that was a 20+ year mystery solved. It really was hue / luminance, although it didn't appear that way because $30 is a dark red and $38 is an orange, $16 is yellow and $12 is a yellow-green, and the PF / Ball were a purple, lighter purple $D8 $DE.
Next I posted that I am all for getting 5.0 out, the Stella Debug Color issue is closed, and changes would have to be made at a later date.
Sorry if I continued to ramble on about colours. I tend to ramble.
Getting the new TIA improvements is way more important than colors.
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I'm using Sierra with VMWare Win 7 Ultimate.
144K 8-slot position.
Pokey installed.
Mine is the first model that doesn't play large Pokey games
No problems loading games.
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I love my Atarimax, but this deserves a cart. Is that even a consideration?
I would buy this for Atari Computer. However I would want the _original_ music.
I think it is the best thing to come out for the Atari Computer and the 5200 in a long time (probably since that latest Tempest).
AtariAge should sell it.
Playsoft you should Private Message or write to Al here at AtariAge.
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Debug colours has been addressed https://github.com/stella-emu/stella/issues/162. Currently there's only a commandline option to change it; I will add a GUI item if I have time before the 5.0 release.
Wow. Surprised you went with the Debug Colors: Red, Orange, Yellow, Green, Blue, Purple
But I am all for getting 5.0 out.
This Stella issue is closed, so we'll have to revisit it at a later date.
You can choose which object those colors belong to, but you can't change the colors, available through a commandline option (tia.dbgcolors).
I thought it was really going toward:
P0 _color_ M0 _lighter color_
P1 _color_ M1 _lighter color_
PF _color_ Ball _lighter color_
Or the original colors with P1's color (pea green) swapped with M1's (yellow)
Then on top of that, choosing your own colors would make everyone happy.
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I have a Rev. C in my good 7800.
With a LONG S-Video cable, I still have light blue ghosting a dark blue to the left. Much clearer than the Longhorn mod I replaced.
Using a shorter S-Video cable makes it less, but I like the console on the sofa coffee table and the display across the room.
The original Atari has what, a 15 foot RF cable along with a very long power cable. (1968 Living Rooms had 3 plug outlets).
Any thoughts of a tweak to align that ghosting back up? The full range of the artifact adjustment does absolutely nothing noticeable.
I have a little mini Composite & S-Video mixing board I guess they used originally for editing VHS together. You can saturate, desaturated, sharpen, blur, fade out, and mix sound / AtariVox and send it all to one display, but it usually ends up adding another level of signal degrading, although sometimes a color boost looks better than a washed out weak signal.
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Yeah, I know the home ports of the games added some weird storyline, I think in Centipede you're an elf with a magic wand? I'll have to read Millipede's manual.
I noticed the USA NES release of Millipede changes the moth into a space ship for some reason.
Nope, the Millipede Arcade introduced the archer:
Centipede has a full grasshopper animation in the ROM test that was never used in the game.
Knowing about it and then seeing it when I ran the Arcade at Chuck E. Cheese was a memorable day!
I also set all the games to max lives and easiest skill.
They made a lot of profit off Pizza, so why shouldn't the kids get the most for their tokens?
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The market now has doubled what it was just 6 years ago.
Then, a working system with 1 nice controller was $175.
Now it's $350 for a working system w/nice controller.
(boxed controllers were $100 then, now loose controllers may go for $100.)
There is no game region, but US/Canadian = 110V, Europe = 220V made by MB. (Milton Bradley).
U.S. has made in Hong Kong (personal preference, to me these seem to hold up best) and made in Taiwan. Both 1982.
Canada models say 1983. I only have 1 Canadian so I don't know if those were made in 2 different countries or not.
I noticed a minor difference with a homebrew game that has sampled speech, Space Frenzy (also works with AtariVox 2). One Hong Kong machine will play the speech and another one will not, same with the Taiwan manufactured model, one does play the sample and another one doesn't.
Hope this added info helps.
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I always get killed because I usually forget to leave the very bottom of the screen, I'm too busy looking at what I'm shooting and not paying attention to my own...moth? ...
I'm fairly certain both Centipede and Millipede games refer to your player as "an archer", but I like "moth" also!
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The only big change was making the Ball object blue. Then it all falls in line with the spectrum, plus the "b" in Ball is easy to remember "b"lue.Will the debug colors be editable? Frankly, I'd gotten used to the old set and seeing that P1 and M1 use completely different hues and that PF and BL more or less swapped their colors is throwing me for a loop and is kinda disturbing.
By the way, the latest build has a bug with Ball and Playfield debug colors swapped.
Bug report filed on GitHub.
Here are the old/new colors:
Original / New
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Could you possibly tell me how do you have configured your environment while using jEdit on windows? I really don't remember how I did it on Ubuntu, has been a couple of years from now.
I run JEdit on my iMac and Visual bB in Windows 7.
Check out Spiceware's Blog for his set-up.
You should get his asm and batari Basic colors.
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What is an IntelliXpander?
Nothing about in a thread by Opcode (except this one).
Nothing in the May 2017 news thread.
Nothing on your website linked in Opcode's signature.
Thank you.
And will it allow carts that "do more" than normal carts, like the SD carts for sale and coming soon, as well as games released on stand alone games based on those new specifications?
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This is an awesome development. I ...
Any reason why they did not use the 8k builds? Didn't Dintar816 "fix" it for the FBP? Are the intermissions, attract modes complete in this version?
I'm kind of glad they are using his 4K version and not the 8K.
Let's see if they use the "final" 4K and not an older version.
Possibly they used all space for built-in games?
I think an unfinished version was hacked for FBP.
The 4K has intermissions - which were attempted and failed to be hacked into older Debro's 4K version.
The attract screen / title screen doesn't fit in 4K.
The ghost monster behavior is the best yet in 4K, but not Arcade perfect like in the 8K.
Maybe we can still load the 8K from SD card - either a fixed version or hopefully it just works now?
As far as I know, DINTAR816 still plans to add fast cornering, and wants to add Turbo option, and there were other suggestions he was considering - so technically the 8K version isn't done yet.
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Optimizations to save cycles, get ROM space:
Put all same value declarations on one line (until compile errors out due to too many).
examples:
player0x=0: c=0: d=0: missile1x=0: temp2=0: timer=0
DFRACINC0=32: DFRACINC1=32: DFRACINC2=32: DFRACINC3=32: DFRACINC4=32: DFRACINC6=32
------------------------------------
Technical explanation:
This
DFRACINC0=32: DFRACINC1=32: DFRACINC2=32: DFRACINC3=32: DFRACINC4=32: DFRACINC6=32
compiles into: load register with 32, set all the data-fetchers to 32
This
DFRACINC0=32
DFRACINC1=32
DFRACINC2=32
DFRACINC3=32
DFRACINC4=32
DFRACINC6=32
compiles into: load register with 32, set data-fetcher 0 to 32, load register with 32, set data-fetcher 1 to 32, load register with 32, set data-fetcher 2 with 32, load register with 32, set data-fetcher 3 to 32, load register with 32, set data-fetcher 4 to 32, load register with 32, set data-fetcher 6 to 32
See how efficient the first explanation is, and how wasteful the second explanation is?
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I really love this game. Has anything else been done on it since the last update? It would be awesome if it's working with Savekeys now.
Thank you for loving my hack idea!
No. The above is really the latest update.
I need to figure how to get it on github because is too confusing for two or more people to add / change things.
I could probably figure out how to use my savekey space to keep a high score. May work on that next.
I'm also doing sound for three other homebrew games.
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I have that. And yep, it's ADB.
Yep - that would work, and I think that would be preferable to the centered ones Darrell posted (those look very uncomfortable). I was thinking more from a cost standpoint, for keeping one button.
If they're thinking gamepads, the best gamepad I owned was one by Gravis.
Besides being very comfortable and responsive, it had two big plusses:
- It's truly ambidextrous, just by flipping it around (you changed preferences in the control panel)
- It had a little screw-in thumbstick, which made it infinitely more controllable
- It wasn't USB (I had a Mac version that was ADB), so you had to adapt it to work with newer computers, assuming the driver still worked
- The thumbstick was plastic and could snap off (although the base it screwed into was metal)
Now... if they made something like this, but with a metal thumbstick, USB, and made the buttons assignable (so you could have Select and Reset on the controller, plus support for 2600 games that use Genesis controllers, etc.), I'd buy one in a heartbeat. Plus, the same controller could work on a 7800 version of the console.
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First thing I think of is Illegal Opcodes.
batari Basic may or may not use illegal opcodes.
The Flashback Portable may or may not handle illegal opcodes.
Maybe a large compiled batari Basic .asm source could be searched for common illegal opcodes?
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It was. The Flashback 2.
See my post 30 in this thread why, and what went wrong:
http://atariage.com/forums/topic/266544-retron-77/?p=3782273
In all the years this forum has been around. I'm surprised nobody banded together to get a console that is "VCS faithful" into production. Oh sure we've seen plenty of FPGA, emulation, and other 1-off projects. But nothing to replace the original. Not without compromises.
It'd be cool to see an originally "shaped" console with 6 switches, that plays all cartridges, accepts all controllers, and has an SD slot tucked away in the back. All the while supporting standard RF, composite, and HDMI.
A no-compromises console. Nothing sacrificed in place of something else. Essentially it would be identical to a sixer, with the only giveaways being a few extra ports/connectors on the back - discretely hidden.




Supercharger audit
in Atari 2600
Posted
/Joke/ Really? Nothing else in the 314 games?
No joke: I have 315 audio files of games that work on an unmodified Supercharger. That's every 2K and 4K game and some homebrew!
Try file 1 of 3 to hear the Atari 2600 play in-tune 2-channel music without a Pitfall 2 DPC chip, done in 1983!
sweat.zip