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About Mr SQL

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  1. X2! Home computers promised us grown-up stuff business software utilities and education to learn, all in addition to video games. It was but not the way it's portrayed; home computers with color and sound like the Atari, and even those without like the zx81, took tremendous market share from the home console market. Instead of just a few consoles to compete with there was a home computer war with many attractive models capable of colorful games and screenshots, even in BASIC - learning BASIC came with the promise per the books of the era complete with colorful screenshots, that you could create games with screens visually looking like Atari games. Going over a friends house to play Atari might see you playing on a TI-99/4A, C64, Apple II or TRS-80 home computer, the lines blurred with the niche market conglomeration/desegmentation from Atari and other consoles. That was the crash from my perspective, my company having benefited from it like all the Home Computer software houses did; the crash was exhilarating for the home computer software market.
  2. You may like SuperCharger games with enhanced graphics and sound like Frogger. And Z26 will run at the correct speed if you maximize the screen. You may also like ARM games that use another system than classic Atari games.
  3. Nice Defender port! Very cool you program for the 68000, you would probably like the 6809 too.
  4. I feel the same way about C# but I like it better than C. PowerShell without c# seems a more intuitive c variant to me, but it has a lot of features reminiscent of BASIC including immediate mode which I really like. I think whichever tools allow us focus more abstractly help make programming projects "relatively easier" to complete.
  5. Orange I don't always agree with @RevEng, but I think you may be upset for not understanding his perspective. Regarding "lazy programmers" Assembly takes a long time so writing in a high level languages like BASIC or c (particularly the new variants of c) that make it easier to manage and minimize complexity, which you can never get away from because it gets complex anyway hence the initiative to not get complex. I think RevEng understands this pretty well from building tools for programmers to use. My standpoint is similar to the Audacity team wanting to do the most possible with legacy technology so I wrote a cross compiler for CBS RAM and the SuperCharger format which was really interesting to explore as part of the nostalgia for me as a programmer is learning more about technology from bitd. With the Atari's flexible architecture there is so much room to learn. Why not try writing in Assembly without MACRO's if you want maximum difficulty as a programming exercise? I think this holds true for the ARM as well; I'd be curious what programmers have written games in pure asm regardless of the chip used.
  6. That's interesting, I had written some SuperCharger code that only runs on Harmony, and some CBS RAM code that displays differently on the Harmony than on other flashcarts or Stella, but that I could not confirm for not having a real CBS RAM board to compare. I'm curious if the Harmony supports running code in CBS RAM but real CBS RAM does not. Sometimes the folks creating hardware emulation have different implementation ideas - Akanoid AirHead is a CBS RAM game that is White, Black or Rainbow depending on where you play it:
  7. This looks personal, why not share your opinion on the Activision team? I feel that way because I wrote games in the 80's. Fair opinion. I'm partial to the Activision team and any of the old programmers coming back to write games again, like Scott did. Activision has ruffled a few feathers with newer programmers and that's unfortunate, they should try to articulate an opinion instead of throwing insults.
  8. I really feel that way, what did you object to? You seem to be riling folks up to call names again who never wrote games in the 80's like Audacity.
  9. They are experienced and only using legacy techniques so they did not lurk here to learn new programming methods. What I actually see on AA are programmers going through their old code and dissembling it, to learn from them which benefits everyone. AA is further enhanced by Audacity drawing more mainstream attention, so why not be inspired by their products genuine authenticity and refreshing sales figures? Maybe one day the Activision superstars will allow AA to carry their new dream ware, in an elite section of the store.
  10. This technical description fits many ARM games now; building a soft video driver may also be implemented using legacy technology as per my examples here which inspired the technique on the ARM. The gameloop detaches from the TIA to effect a 5x speed increase in the 8-bit CPU's processing speed, it reconnects every other frame dropping the refresh rate from 60 Hz to 30 Hz to accomplish the driver. Good point, marketing hyperbole is also a big factor in systems and software. The Activision teams authenticity has raised the difficulty in claiming ARM games are "just like the DPC coprocessor in Pitfall" or a legacy enhancement from the flyer like CBS RAM or Sara.
  11. Tom Jones - No Hole In My Head (Official Video) - YouTube Yes Tom Jones is awesome, probably why I mixed them up I disagree about the studies because tendons have contractile properties unlike the ligament that is replaced. After about 5 years the transplanted tendon turns into a ligament losing it's contractile properties, but during that timeframe the players arm is much more powerful so I think it's a good analogy; ballplayers are even getting ARM enhancement in the minor leagues now. Yes because that defines the system as retro. SillyVenture uses this metric so that 1 Mhz productions are truly 1 Mhz productions and therefore do not allow players to have ARM code in their Art show. Programs are an Art form, modern Art posed artistically as legacy retro Art is just more Art for everyone to enjoy.
  12. Compared to the 6502 the ARM is a modern platform for having onboard cache and niceties that can run Linux so a programmer running an Atari 2600 gameloop on the ARM is like a ballplayer with Tommy Jones Surgery. The ballplayers ARM still looks normal, but the added tendon really changes the game. imo there's still room to explore the flexible architecture with contemporary expansion that was available during the lifetime of the system; it takes more time, but that's part of the fun!
  13. SuperCharger Disk BASIC features a software only implementation to allow x,y addressable graphics and an x,y addressable camera with tile mapping and support for regular (unflipped) bitmap graphics. ANTIC style display lists are also supported allowing multiple camera zones like in the upcoming SillyVenture KC OS release. The techniques pioneered for the soft blitter and ANTIC are the same as was later implemented for the tile mapped ARM games, however an FPGA replacement could allow entirely new functionality directly in the TIA while maintaining backward compatibility.
  14. 4) Noise from the chip Since it's making it through the circuit, the best shielding may be a sink like the coils or a shield with holes to absorb like a Faraday. Maybe also try a ferrite block on your power cord, a nearby CF bulb can contribute to THD interference.
  15. ^For anyone confused a homebrewer threw insults about my personality during a game review, and a game review is not a roast. It's awesome folks write games like we did in the 80's but we didn't do that and some of us were busy doing a lot of other things. I hope comments going forward during reviews are more friendly. I'll drop the subject now unless anyone has any questions about the game. It was pretty cool and in development for several years, here's the rough original and the finished version from Gdansk.
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