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Mr SQL

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Everything posted by Mr SQL

  1. Please fix the UNO Cart BIOS to support KC Monster Maze R2 - the animation falls apart on some of the characters making the game unplayable, it should look like this: Details - this is a SuperCharger game that plays correctly via the Harmony Cart and in Javatari: https://javatari.org/?ROM=http://relationalframework.com/KC_Monster_Maze_R2.bin&SCREEN_FULLSCREEN_MODE=1 Curious if this game works correctly on @Al_Nafuur's wireless version of Unocart and I will be testing it in Gopher presently with @JetSetIlly Here is the ROM: KC_Monster_Maze_R2.bin I think the error may be in the BIOS init; the game was designed to fall apart like this if a Sega pad was plugged in, because KC bounces off of the walls and is very hard to control with a pad - a joystick is required for more precision to keep the cooperative AI from taking control unexpectedly.
  2. Awesome show and review of BREAKANOID! The Little Edged One in Greece looked really interesting and I liked the Racer and the Demo game! Here is the HOTFIX version of BREAKANOID that fixes the screen roll, and has all the levels: BRKANOID_HotFix.bin
  3. Mr SQL

    Chess

    I find difficulty switches hard to navigate on a 4 switch model without experimenting, I can't tell which way is up sideways.
  4. Mr SQL

    Chess

    I had the same issue initially, try reloading the binary after you change the the PAL/NTSC switch setting, it seems to be detected on startup. The other switch for interlace can be thrown anytime during play to compare - I can see a subtle difference in scanline thickness.
  5. Great thread! Here is another thread with more ports and BASIC listings of BLITZ on different systems:
  6. You shouldn't have to change anything
  7. I'm partial to the TRS-80 Level I Tiny BASIC and Microsoft Extended BASIC for the CoCo, Sinclair BASIC was amazing with what it enabled in 1K of RAM and the screen shrinking scheme to surrender video RAM to the program as needed. Microsoft's BASIC on the PET, VIC-20 and C64 (same ROM) was a very generic implementation with excellent string handling but no custom sound and graphics commands. Atari BASIC and Apple Integer BASIC were excellent Tiny BASIC derivatives with extra commands for graphics and sound. Magazines like Compute featured cool type-in games in several BASIC dialects that I found fascinating to compare for the differences in the listings, such as the more peculiar TI BASIC. But I wonder, did anyone like Forth? Forth was released in place of BASIC on this Sinclair looking clone: http://archive.org/stream/creativecomputing-1983-07/Creative_Computing_v09_n07_1983_July#page/n20/mode/1up Then you must have the Microsoft standard BASIC ROM more common with the earlier 4K and 16K models, it does not have the EDIT command or TRON either I believe. If it says Extended BASIC on startup, then EDIT should work.
  8. Very cool I will give it a try!
  9. Mr SQL

    Chess

    Very interesting! The display looks equally gorgeous on my CRT but I can't see the thicker lines, just a shimmer from the lower Hz.
  10. Awesome interview! Looking forward to seeing both versions of Elevator Action and the game with the original concept design from the 80's!
  11. Great description! BattleZone was different, a surreal 3D trainer with a realistic feel like modern gaming out of place in the 2600 library - Check out The Bradley Simulator for the interesting history on this game
  12. SuperCharger RAM is different than standard RAM update schemes because it is treated as ROM but this lets the whole 6K of ROM be addresses as RAM without offsets. Here are two update examples that illustrates the difference using a cross compiler for the SuperCharger and a standard CBS RAM scheme similar to the Superchip:
  13. Robot City is awesome! I never heard of this game before. The original O2 game looks great too, wonder why it was not released.
  14. X2! I really like the way that function works for an adventure game, because the effect is the text lackadaisically scrolls across the screen at 300 baud just as if you were playing Colossal Cave adventure over a Teletype or terminal emulator With close to 3K free and dynamic ASCII, you've got room to make a really awesome 4K text adventure game with the colorful text transitions and animated glyphs!
  15. This is very cool! You've created a programmable character set like the VIC-20 that reads ASCII, looking forward to the adventure game! The one in Dark mage is similar but does not have the programmable color. Dark mage got 12 characters across dynamically with a screen buffer by using the SuperCharger for extra RAM - it's a 6K format but you can turn it to RAM. Lots of potential for cool games with this framework!
  16. Updated the first post with a new version of ARKANOID AirHead with the missing New Board ChipTune and some bug fixes. Here is the BASIC listing with the changes: ARKANOID_AIRHEAD_FINDS_AIRHEAD_20200626.txt And an interesting anomalous version of the game for the Flashback Portable that transforms like the ARKANOID phat cart (unpatched version):
  17. There is another fun glitch with BASIC programming present in ARKANOID_AIRHEADS that created more versions of the game with alternate palettes depending upon which console or emulator you play on - ARKANOID_AIRHEAD_FLASHBACK_EMU_ANOMALY.bin The BASIC program is the same, the first version is the SuperCharger version which looks the same on all consoles and emulators. The other three screens show the three different game palettes present in the same CBS RAM binary recompiled with Flashback BASIC to play on the Flashback Portable console, also shown on the Retron-77 console, and Classic consoles with an Uno or Harmony cart and Javatari (used an emu pic for all three to exclude CRT differences). To create the phat-binary with multiple game palettes depending on the Atari console or emulator platform used, I leveraged a glitch where programmers had different ways to initialize the 256 bytes of CBS RAM - some would float the bits high, some would float them low and some would randomize it to some degree. The latter may be the correct model, I remember the RAM on the CoCo being randomized on powerup. The 256 byte CBS RAM chips used in the 80's may have retained data for a duration or were cleared or randomized - the RAM was tested with a dumper, but the hardware might also affect the outcome. Since this discrepancy exists it can be used to create phat binaries like the phat carts from bitd that had different versions of the game depending upon which system you plug the cart into: Here's are some interesting videos of a phat ARKANOID cart that was released with multiple versions of ARKANOID in the 80's by programmer Steve Bjork: Stevie Strow discusses the phat cart and plays the first version of ARKANOID in the cart. @AtariLeaf plays second version with the enhanced colors. In this case both ARKANOID binaries were actually present on the phat cart and which system would determine which version could be played. When leveraging glitches and idiosyncrasies present in the hardware and firmware being different across consoles and emulator platforms, the system determines the different version from the same binary based on the glitch Only one of the three alternate palette versions of Arkanoid AirHead may be correct, but it's a lot of fun to have all three versions present and see them transform on the different Atari consoles the game is played on!
  18. Awesome block dropping puzzle game! I like how the platform gets narrower and narrower when you don't drop the blocks perfectly - very cool!
  19. I love that commercial! The Moon Patrol theme fits like it's choreographed.
  20. ARKANOID Airhead finds Airhead! Bricks are trapped in space warped by someone, help AirHead find them all! EDIT: Somehow the new board chip tune was not playing after clearing the board - broke it fixing something else Also fixed a bug where the next power-up could get caught unintentionally. ARKANOID_AIRHEAD_FINDS_AIRHEAD_20200626.bin ARKANOID_AIRHEAD_FINDS_AIRHEAD.binARKANOID_AIRHEAD_FINDS_AIRHEAD.txt
  21. The function might have been intended as a vertical reflection for the sprites. I implemented such a function in the SuperCharger BASIC, it complements the hardware based horizontal sprite flip to save additional space.
  22. The gameplay is pretty close too reminds me of Canyon Climber, I like ports like this that are different I've been playing Paranoid by @eshu a lot lately - this game is also a melodious tubular bells instrument where you create captivating soundscapes that make you want to keep on playing/emanating tintinnabulations! So far 50 classic Atari games and 11 Homebrews with background music...
  23. Very Cool! They have Dragon32 so I will enter a CoCo Beat'em up if possible they are almost the same machine You write for a few consoles, are you going to enter in a MegaDrive game too?
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