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iesposta

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Everything posted by iesposta

  1. I don't understand. Read the topic title = PAL / NTSC Edition Cartridge POLL In his last communication he said that R EV ENG helped him make an NTSC version ?
  2. Not my intention, except to say it seems "wrong" to just go silent for six months. If I remember, discussion here stated that the release was to be the prototype and not necessarily a finished / polished game, right?
  3. Very bad conduct that the originator disappears for what is six months now of no contact, after running a poll and getting help in programming an NTSC version from the PAL and other people's money spent on hardware. Is it still right at this stage that the owner owes no one anything, even update information? I guess so.
  4. I'm order 28. Still waiting for payment info when order 28 is ready to ship.
  5. The keyboard on the XM can enter high score initials. Lots of games have high score support coded in. Still it is not required to enter high score initials with a keyboard, there is always the scroll through the alphabet method.
  6. Me too, -- I got the keyboard and the computer. (Wish it had the light gun...)
  7. iesposta

    Onana 27

    From the album: Banana

  8. iesposta

    Banana

    Pictures of bananas because bananas are funny!
  9. iesposta

    Surprise Banana 49

    From the album: Banana

  10. iesposta

    Banana Size 103

    From the album: Banana

  11. From the album: Banana

  12. iesposta

    Banana fungus 99

    From the album: Banana

  13. iesposta

    Banana Dog 72

    From the album: Banana

  14. From the album: Banana

  15. iesposta

    Banana beatles 91

    From the album: Banana

  16. iesposta

    banana Adam 43

    From the album: Banana

  17. iesposta

    Corn pics folder

    Pictures for the Corn Thread
  18. We're so lucky to have amazing content creators like Champ Games, and everyone else -- and AtariAge! You ain't seen nothin' yet. B-b-b-baby you ain't seen nothin' yet…
  19. If I recall, the A12 line, which internally is handled correctly because it plays built-in Millipede (w/Sara chip RAM), is not working correctly when you solder a cart connector to the circuit board numbered traces. Games with RAM, advanced bank switch game carts, and The Supercharger fail because external A12 doesn't change. I tried my plain 32K bank switched Berzerk hack, and that runs on the Flashback 2. So any non-RAM 8K, 16K, 32K should play. I seem to recall some Undocumented Opcodes cause some game programs to fail, but those would be mostly used in homebrew era games. The Flashback 2 board needs probed to see if the A12 line can be picked up somewhere else. Like when playing the built-in Millipede, is an external trace changing the way A12 should? The Flashback 2+ has a ROM board with pins that hold the built-in games. Some of those pins have to connect to the "Atari on a Chip". The early Flachback 2 had the ROMs under a black glob.
  20. iesposta

    reboot delayed

    Wow! It can scale waveforms! Helping with the Stay Frosty 2 Christmas music, I was amazed at how we could make a tiny 32-byte waveform could sound like so many different instruments -- apart from the sine, square, and triangle. We didn't put too much time into custom waveforms, but you had chosen some different options I could pick, some sounded like woodwind instrument, some sounded like keyboard instruments. The opening SF2 song (which I didn't code), has a unique sound like a finger picking stringed instrument. Scaled waveforms can add the dimension of sound to a game, like spooky organ music for a scary game, or a HonkeyTonk Piano for Mappy!
  21. Thank you to everyone currently working hard on Stella 5.0 improvements. (And everyone in the past who contributed!) It is great to see known problem roms display correctly, and finding out about others with problems I didn't know about. I haven't seen a mention if the new TIA implementation makes audio sound closer to the real hardware, but I would guess that it should. I was was inspired to suggest a change, due to the pattern I saw, in Stella Debug Colors (which were hard to remember). Started simple with "how about listing / showing the color, the object, and maybe the color name spelled out?" Then I noticed it starts with P0 red, its missile M0 is orange, P1 is (kinda) yellow, M1 is green... That's the spectrum! ROYGBIV - Red, Orange,Yellow, Green, Blue, "purple" (Indigo is dark purple, and Violet is light purple). So for Debug Colors to make sense, change Ball to blue (B for blue), and Playfield was already Purple (P for Purple). Then there's PAL Debug Colors and apart from a few matches, (starts with Red for P0), we made both match more closely. Now anyone may more easily remember which object is which Debug Color. Plus there will be a list/chart somewhere. Maybe a tab, maybe shown in the TIA tab when Debug Colors are on? NTSC / PAL Debug Colors, / game:
  22. iesposta

    reboot delayed

    @PacManPlus. I don't ever recall seeing Bosconian. And I pretty much have seen and remember everything from 1972 on (1972 I was 5). I remember Pong, saw B&W video games switch to color (Galaxian, Pac-Man were the 1st color I remember). Saw electro-mechanical pinball go digital, but I'm too young to remember electro-mechanical coin-op games. @Spiceware. When you say that now 3-voice music is generated on the fly, I assume we still have waveforms? I just was hoping it would scale all the way up to using samples. As in a simple 32-byte waveform to larger-byte samples as waveforms. Maybe not huge like a 3-voice dog bark piano, but more waveform size to closer match Organ, Banjo, HonkeyTonk Pi-an-oh, or even different instruments at once. Bass guitar, square wave, piano?
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