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Everything posted by iesposta
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Thanks Trebor for this updated Froggie video! WOW! Comments are off in this video, but I needed to post and cross post how spectacular Froggie is now! Is that really TIA at 3:30+?? Spectacular! Both Pokey and TIA have many more tunes. A lot of work was put into polishing this game! I had no idea of this work being done. It was great as of the the authors last version, needing only improved TIA note choices. I had offered to help with the TIA music, and did a TIA conversion that I spent all of 10 minites to convert, showing that the TIA can sound quite acceptible. Now I would say, as a joke, the only thing wrong that I can find is that “you spelled Frogger wrong”.
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I’ve ordered an RGB board from the designer who makes them for RetroRGB. I have to install it myself. He is very busy with other hardware that is in demand by lots of gamers, so I’ll get it when I get it. Not a problem. Anyone interested in Intellivision RGB, he mentioned he may make a few and that they will be on eBay before December 25, 2018. Now I have an original ’79 - ’80 USA Intellivision with perfect RF for CRT gaming, and will have an Intellivision II with RGB for modern and future displays.
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I will buy a board of Ark... or cart if theyre done. With or without box. Religious games like this and Red Sea Crossing are funny to olay!
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I’m glad Nathan wanted the arcade sound effects and shot down my suggestion to use explosion sounds. It would have sounded like this ColecoVision variation version. Draconian plays way better than this ColecoVision variation. I’m still amazed Draconian has TIA music better than the 800XL/XE using Pokey, and the computer version has 64K and 128K versions. Draconian is 32K. https://youtu.be/Wp13GBoXZi0?=6m27s
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Until May, 2014 when Eshu succeeded in a horizontal 1-pixel playfield scroll: http://atariage.com/forums/topic/224946-smooth-scrolling-playfield-i-think-ive-done-it/?p=2986451 https://www.dropbox.com/s/gnqnc7xjuaci9bc/SmoothScroll.mov?dl=0
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New Atari 2600 game - Blackjack Theta VIII - (beta, 4K)
iesposta replied to azure's topic in Homebrew Discussion
Looks excellent! Thank you for asking for suggestions! - Selecting 1- 4- 6- or 8-deck? In Vegas I've seen single deck, and I think the regular uses 6. Atlantic City used 8 decks. Keeping track of 6 or 8 decks may be too many cards to track. Single deck should be easy. - Suggestion to add red / black suits. If the green/green is the playfield, you could use horizontal background red lines and offset the cards the height of the suit, and clear the playfield under the card suit and place the diamond and the heart over the red, and the spade and club over the black. (To me as a beginning programmer that sounds easier than mid-line background color updates, but maybe that technique is easier and it will keep the cards horizontal? Also there may be no cycles left to do any of this. That's okay too.) As always, it is best to "keep it simple" and add what's "planned", game play first functions (splitting, doubling down, etc.) Put suggestions on a wish list and forget about them so you don't end up lost, frustrated, or never finishing. Thanks for sharing. -
The first post says it is not currently playable on Harmony! Why then would you even ask? Mine stop working a lot, and I'm not even doing things I'm told won't work. Reflashing makes Harmony work again. You should be asking if you can flash the game to a Harmony or Harmony Encore and if will that work the same as the store cart. You still need to reflash to turn a single game flashed Harmony back into an SD Harmony with menu.
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The first post says it is not currently playable on Harmony! Why then would you even ask? Mine stop working a lot, and I'm not even doing things I'm told won't work. Reflashing makes Harmony work again. You should be asking if you can flash the game to a Harmony or Harmony Encore and if will that work the same as the store cart. You still need to reflash to turn a single game flashed Harmony back into an SD Harmony with menu.
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My 100% cib 1980 factory reconditioned sunnyvale light sixer Atari 2600
iesposta replied to PUNKxROCK's topic in Atari 2600
P.S. There’s a no box Factory Reconditioned chrome 6-switch on eBay for years now. Priced $138 to $180. For that, 2 joysticks, 2 Driving Controllers, Strawberry Shortcake Plus box, and Math-something? I figure the switches are worth $10 each and $10 for the rest that’s crap. Declined my $70 offer, but continues to re-list it month after month. -
My 100% cib 1980 factory reconditioned sunnyvale light sixer Atari 2600
iesposta replied to PUNKxROCK's topic in Atari 2600
I have a boxed 6-switch one like that. And a chrome 4-switch. Those switches are my favorite. Although I’ve seen 4-switch and 6-switch Factory Reconditioned without chrome switches. If the switches were good, they either were not replaced or replaced with normal switches. Yes all the 4-switch store Not For Resale had chrome switches. Light sixers never had chrome switches unless they were Factory Reconditioned, and as I said I’ve seen a lot that don’t have chrome switches. Some come with reconditioned joysticks with a smaller AMP connector plug. It’s smaller than the Atari molded plug, but the AMP ones don’t fit in the Heavy Sixer! -
Even better:Naphtha : Zippo Lighter Fluid It will soften adhesive, let you remove without any damage to anything under the label / sticker. Evaporates completely, returning to full sticky. Or completely remove all adhesive by re-applying fluid and wiping over and over until clean. Same label, removed, wiped adhesive off label and cart, sprayed with spray-can adhesive (highest stick) from hardware store, re-applied label. Before: After:
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I understand Bob. Like when you gave me your games movement data, I did the first movement no problem, but the next one I didnt get working. I understand what is going on, but just havent worked it out yet. I plan to go back and figure my game out. Have you looked into how they made 90s computer pinball? It is like the the black & white Atari Sprint Driving game. There is an invisible image of directions, think arrows , and when your car is at any of these coordinates it shows the way to move next. The pinball uses layers of images and grayscale to show where the ball can be and how the pinball should move next. If you don’t want to use math, use images! Take a look at this: https://gamedev.stackexchange.com/questions/43705/2d-collision-detection-for-pinball-game/43719 And if thats a no go, offer the pinball gameplay to another developer. Someone in this nice AtariAge community may just do the pinball game part.
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Multisprite Collision Detection (Player1 overlapping Player0)
iesposta replied to Lewis2907's topic in batari Basic
I already figured it all out and programmed it in "batari Basic". It's on RT's website about "batari Basic" in the link above. I was just suggesting that when you want a more advanced game that needs shooting virtual sprite copies, this code can help. If you copy that code into bB, then you can see where it handles 3 copies, into 2 copies, into 1 sprite, and alternating rows have 2 copies, into one sprite. This is the compiled basic: ex_dpc_shooting_nusiz_copies.bin -
Sorry, I meant RetroRGB. That site is out of the Intellivision RGB mod boards. Thanks for the additional resistance information. If I'm going to build one, I think I'll use 1% tolerance on the 75 ohm resistors, and 10% tolerance on the others. It seems video to displays really like 75 ohms. And you're also right to mention that there should be variable adjustable resistance where it affects the output picture, because personal preference and every display will display will differ.
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Since the retrofixes INTV RGB is out of stock, if I were to build the one with the 2 ICs SN74AC32 and 74HCT244N, do you recommend 1/4W 5% resistors, or is there a benefit of higher W and/or 1% tolerance? Thanks.
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Multisprite Collision Detection (Player1 overlapping Player0)
iesposta replied to Lewis2907's topic in batari Basic
Yes. Not just Multisprite but duplicate and triplicate copies of those virtual sprites. (It’s hard to calculate which virtual sprite copy has been hit.) I only once used the Multisprite Kernel to make Flappy. Under the hood it is similar to what became the DPC+ Kernel. -
Multisprite Collision Detection (Player1 overlapping Player0)
iesposta replied to Lewis2907's topic in batari Basic
I don't know if this can be adapted by the multi-sprite kernel, but when you are ready to take the next step and use NUSIZ double and triple copies, my code checks what was hit and rearranges what's left over. There is almost no information on shooting double or triple copies that many Atari 2600 games have. I also don't know if the "trick" to address one virtual sprite after another is the same. In DPC+ the virtual sprites follow each other in actual RAM. If it is not the same, simply undo the trick by instead of using an if-then loop, use Player2y, Player3y, Player4y, etc. instead of the if-then loop with Player2y[variable] .. (Explanation: The "trick" is that Player2y[0] is Player2y, Player2y[1] is Player3y, Player2y[2] is Player4y, Player2y[3] is Player5y.) The code I wrote and Random Terrain fixed, rewrote and commented is here: http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#ex_dpc_shooting_nusiz -
Homebreviews - part 44: Arcade Assault, Vol. 1
iesposta commented on Nathan Strum's blog entry in (Insert stupid Blog name here)
Great review of Astro Blaster, Nathan! I think Astro Blaster is my favorite 7800 game to date, but I hated the arcade game because one quarter would last about a minute! It was usually placed all by itself in entrances to 'Mart stores where kids would beg for quarters to play something. Why is it my favorite 7800 game? Removing the need to feed it quarters makes for a great home console game. You get better and better, and the enemies and movements are always challenging and different. I keep coming back to it to find out what comes next! -
I have a few more. If this is in violation, mods please remove. I left out Caverns of Mars because a better one exists, and is also in the AtariAge Store. Adventure 2 (Flashback 2 Version).a26 Arcade Asteroids (Flashback 2 Version).a26
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I would send them an updated one, if you want. I think they will be adding games if they continue to have games sent in to them. (I could be wrong.) But the community says they will, eventually, have new firmware, and updated and new built-in games would be nice. I just sent my Flappy, let's see if that makes it in!
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It does support Paddle, however what was giving us trouble is a few things. I thought it just detected them when you switched or plugged them in. Doesn't work like that. Turns out the game list has to show "Controller: Paddles" at the bottom right window. I have RAM Pong and that says Paddles, and Paddles work. However, the games that Thomas provided - one of those is Kaboom! with "more random". The controller listed at the bottom is Joystick and Paddles do not work. That's why I and the previous poster asked if Paddles were working. Using Paddles with some paddle games will fail if Stella has the controller type set for Joystick. Real cartridge Night Driver will launch and Paddles work fine there.
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Stellerator on iOS: Touch, offline and homescreen
iesposta replied to DirtyHairy's topic in Emulation
The stand-alone way on iOS 11.3.1 keeps running even after quitting it. Makes my iPhone 7 plus very hot. The web browser shortcut, which looks exactly the same, does end when you close the browser tab. That way works. -
From the album: 2600
Stella Debug Colors. Background too light to show flickered objects.
