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Everything posted by iesposta
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It is really nice all around EXCEPT it is fragile? Thats my reason. I would buy them as extra sticks due to comfort, long cord, right or left hand use...
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ZeroPageHomebrew’s hosts reaction to questioning “why username nanochess” in chat when I said, “He wrote chess.”: Priceless (I meant - “wrote a tiny chess playing program”, but they didn’t put it together. As in, “nanochess He wrote chess? Nano means tiny, a tiny chess program?) I was too vague, I was allowing nanochess to answer their inquiry about his username. When no more replies and they didn’t understand me I enjoyed their confusion. It was chat! I couldn’t think to clarify what I meant, and was allowing nanochess to reply (I am not an annoying chat hog know it all, althought it may appear I play one on the Internet.)
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Feedback. Like: All of the game. . Improve: Gameplay: Just joystick down keeps moving last left/right + down, but I think you have that. Graphics: Does the tip of the tongue have to be a different color? Can it be the same color, or same color + one luma lighter? Sound: Lower volume on the harmony channel than the main note channel, because of the TIA close but not perfect pitch (out-of-tune)? . Missing: Tribute to insects from other games? i.e. Flea from Centipede? (Not exactly lovable although sometimes more useful than hated spider or scorpion); Head from Millipede peeks out from sides of tunnel? Doesn’t need to touch, score, etc., just funny. . Very hard to suggest feedback because it is already so impressive and so good!
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Yeah, that would be cool. Like I do with Starpath Supercharger connected to Bluetooth receiver! Phone playlist sends any of 315 audio files into the Supercharger, but that is limited to Atari 2600 games 6K, 4K, & 2K ROM .
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Happy, happy, joy, joy! Donate to Stella for Stephen’s work “he didn’t have to do”! As we told Hyperkin over and over, current Stella software is free for use even in a selling product as long as the simple terms of use are followed, which is simply “any changes to Stella source code must be publicly available”. (If you want precisely instead if simply, pay a lawyer then still donate to Stella”.)
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The latest batari Basic can do the original kernel games with 2 players, a multi-sprite kernel, and the DPC+ kernel. You can do Background color and Playfield color design right in Visual bB which is a front end with tools for making your basic plain text source code, which bB then converts into assembly and compiles. As I said you can get down to color changes every other Background scan line, and every other Playfield scan line. The Players (sprites), 10 in bB DPC+ (Player0 real, Player1 used for virtual 9 Player objects) have color changes every scan line. bBs many kernels are canned meaning you dont have to do the hard timing work, but Background and Playfield are 2-line kernels and every other scan line changes is the most you can get, or greater - as in setting the Background and/or Playfield to 1 solid color. Simply put, the above means (and I may not be exact) around 87 color changes that would 2 scan lines high, down to 1 color, no changes. More changes mean more data for Background color, Playfield color, and Playfield design (pixels on or off). There is 4K for Player, Playfield, Background, etc graphic code. My game that has every other scan line Playfield color changes, no Background, allows 2 Playfields, Since that and my Players filled the 4K graphics bank, to add 2 more screens with high res Playfield I had to have the data in my game code Banks and I blank and push each pixel and color into the 4K graphics Bank using pfpixel on, pfpixel off, in a loop that draws the whole game screen. That overcycles, but CRT and LCD tests Ive tested tolerate my abuse and dont jitter, roll, or lose sync. Assembly coding can have kernels that change every scan line of Background and every scanline of Playfield. Just not bB to date. Apologies that iPhone stripped my apostrophies.
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tyre trax uses the bB DPC+ kernel where Background and Playfield can go down to color changes every other line. I had to use a special bB 1.0 Kernel by batari for Flappy that allowed Background changes with a Playfield and Multi-Sprite - learn about that in my Flappy thread linked in my signature.
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What he said: Thank you! Arcade AI & sound never thought possible on the Atari 2600. If you are familiar with the real Arcade game play, this is amazing. Scary how often I forget this is on the 2600 because of the game play and sound, they start by going to their corners, they all reverse directions, changing to get to your position; Also like when they’re all coming for you, go toward Clyde because that’s your best chance of getting away due to the fact Clyde doesn’t make moves to get to your position.
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Pac-Man 4K (old vs new) clarification 2600
iesposta replied to iesposta's topic in Homebrew Discussion
Do you mean hacking Pesco into 4K Pac-Man, or that Hack’em doesn’t use any Pesco code? If the former, limiting to 4K a Pac-Man hacked from Pesco doesn’t make sense because Hack’em benefited from bankswitching and we really love the versions and Hangly Man. I hope that doesnt mean Hack’em wasn’t a hacked Pesco? -
LOL. Scramble is easier than its sequel Super Cobra. Didnt you get the booty in Super Cobra? Scramble is easier and you just need to destroy the thing at the end, not capture it:
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This site. 2-part hardware. MVBD connects to computer and all his Carts. The 7800 Cart has 16 “slots” to upload game binaries. There is a switch to load bigger games (uses 2 “slots” so 8 large games). No Pokey option. Contact him and see if any are available, or check eBay. I own the Vectrex and 7800 Carts (and MVBD). http://www.vectrex.hackermesh.org/index.php/en/mvbd-mvmc-3/introduction-mvbd-mvmc
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I can’t wait to see the newest Aardvark! So much better than Anteater would have been back in the day. Scramble’s great sound was used with permission from Bob DeCrescenzo’s 7800 Scramble. Champ Games wanted a little tune that wasn’t in the arcade version when completing a round of levels and destroying the object at the end, so I made that tune. James usually completes things, so we may get to hear that.
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I’m glad my pictures helped squash a bug! (That was just ProSystem run from RetroArch on Jailbroke iOS 11.3.1.)
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Wanted a post with all the screens:
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Again, the hardware for 2 joysticks in one port is already being made. It will be an option when ordering new Wizard of Wor Arcade. It was demonstrated on the Twitch stream from ZeroPageHomebrew when they played 2 player Wizard of Wor with AtariVox+ (also posted on YouTube). Also the threads with Quad-Joust http://atariage.com/forums/topic/269811-quad-joust/ Same hardware but using both ports for 4 joysticks. Hardware is a tough item to bring to the market, both historically and currently. AtariVox+ shortages, Coleco SGM shortages, 7800 XM delayed for years, etc. This splitter for 2 joysticks in port 1 allowing AtariVox+ in port 2 works on every classic hardware that plays 2600 cartridges. Why would someone develop an attachment for 7800 expansion port when this is a better solution that is already being made?
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Can you post any music binary using your 4 channel technique? Will it play 4 sounds at the same time, or is the 2 extra channels for doing percussion and effects fitting in between notes?
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UnoCart-2600 : a DIY SD multi-cart for the 2600
iesposta replied to electrotrains's topic in Atari 2600
Will you and the others who extended DPC allow DPC+ to be supported in the UNO Cart firmware? Stella supports DPC+ and CDF currently. Dirty Harry rewrote the TIA emulation that is in the current Stella. I mention Dirty Harry because I think he is involved in the Uno Cart. Maybe I’m wrong. -
Due to most 7800 not having an expansion port, I can’t see this being developed. The hardware to plug 2 joysticks into player 1, and 2 joysticks into player 2 already exists. Wizard of Wor Arcade WIP for the 2600 by Champ Games supports this hardware for player 1 with 2 joysticks, and player 2 with AtariVox+. The 2600 game on the 7800 with this hardware will work the same.
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A tool for bB would have to output bB source code. Music routines work in regular and DPC+ bB without changes. bB is a framework to convert your Basic into assembly and then compiles it with DASM into a Atari 2600 binary. It can create 4K on up. Just compiling your music player would be creating a stripped down assembly binary. The IDE “Visual bB” (made with vb.net) is not batari Basic. It calls the bB routines. It has a Music and Sound maker that you can just listen (temp files get deleted) or create .bas 4K that you can use or edit. The output is this: sound_bb.bas.txt Your tool would be your own player (and even include .asm if your player is only written in assembly) but still needs to be text source that bB can convert and compile.
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I am no expert with how bB compiles basic into assembly, but looking in its files there are 11 kernels. I dont know if it chooses one out of the functions used, or if it uses more than one of those 11. bB is nothing but programs that turn your plain basic text file source code into assembly. The Visual bB editor is Windows .net only and has stand alone programs that help you create sprites or titlescreens or playfields or music and sound. Those tools put their code into your plain text source code. The music and sound part of Visual bB write an entire program with your data, one for the standard bB and a different one for bB DPC+. jEdit is a Java editor that can color bB code like Visual bB does. It doesnt have any additions like sprite creation. Not sure what you are asking for. As far as stripped down, I know if your program doesnt use scrolling and you know what that looks like in assembly, you can free around 200 bytes in the first bank.
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Pac-Man 4K (old vs new) clarification 2600
iesposta replied to iesposta's topic in Homebrew Discussion
Speaking of hacks, I like “Ms Pac-Man black” that makes the blue background black like the arcade. Just that one change makes it feel so much better. The “New Pacman 4K” final is in DINTAR’s thread. The one posted here is my edit to make the eyes like they are in the 8K version, along with a more arcade score font. I had suggested to not use the standard shaped numbers, but he already had made his own arcade-like font. So there are differences from the 8K score font in my “Graphic Hack New Pacman 4K”. Some people only have a Supercharger, so that is the audio of my 4K hack. Supercharger games can be 6K so if one would have been made, it would have more arcade-like enemy movement. That would fall between the challenge to get everything into Atari’s imposed limit of 4K and the available 8K technology that was already being used in Asteroids 2600. -
Another game where game play breaks if AtariVox+ is attached is Star Wars. I have told Al from the Store's 'contact us'. Millepede and Star Wars The Arcade Game are affected. Due to the genius of finding ram and adding demanding Trak-Ball CPU checks, the unused joystick port 2 is repurposed in a way that will break game play if the AtariVox+ device is attached, causing left/right movement to glitch. The Store already informs that Millipede is not compatible and will play incorrectly when AtariVox+ is attached.
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Pac-Man 4K (old vs new) clarification 2600
iesposta replied to iesposta's topic in Homebrew Discussion
Here is the Author DINTAR816s thread to ask questions, suggestions, etc. Link Make sure to try the Latest 8K version, now with cornering speed-up at my link above in the first post. His thread’s first page points to an old version 5. I’ll link the new 8K version here also: Latest New Pacman 8K: Thread post with latest download Link -
I can hear the off notes. It annoys some more than others. One low note is off, but not “way off”. It is just like an instrument with some out-of-tune notes - which the TIA is. HOWEVER, I never noticed until this video that the game sounds are playing with 2-channel music! Wow! That has to be the best 3-channel sound using the stock 2-channel chip! What sorcery is this? No, I didn’t do the music for this, but I offered to & showed a quick example that it could be nicer than it was. Before it sounded like the same Pokey data was used for the TIA playing, not dropping out way-off notes or finding a complimentary higher or lower note. I can’t hear one channel stopping for the sound effects. It must be some great trick like alternating the third channel every other frame, or?? Kudos! I can’t do that on the TIA chip.
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As Richard H. can confirm, the only difference between the original and “+” is a dip switch, a PIC to reconfigure everything, and pads or pins to connect a computer/device to program the PIC. AtariVox sings “Atari-VOX!” on start up. AtariVox+ speaks “Ah-TAR-e-Vox”. No information that helps. It was tricky in trying out speech strings when I made them for Wizard of Wor. I was using Windows XP on an iMac through VMWare. Too many clicks and sometimes it would say garbage, and then a bit of a wait until you can try again. Sometimes I would just get a faint hiss and have to wait. None of my 4 AtariVox+ reset like was shown on ZeroPageHomebrew showing of Wizard of Wor. I don’t have the 7800 game that speaks. I can’t remember exactly, but aren’t there codes for ending a string, and code(s) for reset/flush buffer? I have 3 AtariVox+, and 1 original AtariVox that was bought and shipping when the AtariAge member who had the parts decided to build and sell AtariVox+. I promised if he made them I would buy 2, and he sent those with a third one for development with the “USB to computer” device. That’s just an FTDI chip with 9-pin connector on one side and USB cable connector on the other. I was in the process of building an AtariVox+ from parts when I located someone selling the original AtariVox. I have the parts to build 1 more AtariVox+, a pre-programmed PIC, circuit board, and device I made to “set SpeakJet baud and install the start up speech”. This is the 9-pin to USB “AtariVox USB” device:
