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Posts posted by 5-11under
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I've sold out of these. Please send me a PM if you'd like one.
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If it's Pong and the screen doesn't work, I'd work hard to find a compatible CRT replacement, and do a gentle-as-possible refurb of the cabinet and such.
The board looks fine. Just a few parts on the back and a couple of repair traces. I'm guessing these were all done by the manufacturer, prior to initial sale of the unit.
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Buy from Digi-Key or Mouser or equivalent. Arrives fast, not too expensive, are really "trusted vendors".
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I was recently talking, in real life, to an AA member, and he wasn't aware of the aotta's Pi RTO project
I do have some experimental carts that match aotta's schematic (but fitting into an injection molded case, instead of 3D printed case) available at my store at https://videogamepcbs.com/products/26-pi-rto-flash-multicart-for-the-intellivision.html if anyone wants to buy one of these. There's only a few left, but if there's more interest, I can build more of these experimental carts.
The cartridge:
The TV lights up!:
MicroSD slot and QC sticker. The sticker covers a screw opening that isn't used, so no need to remove the sticker if opening the case (there just 3 screws on the case):
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I thought I read that it was just the DIP version that's being obsoleted.
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What cores are removed with update_all?
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4 hours ago, Révo said:
You could make a little subroutine to clear that area of the screen before doing any printing.
Also, I think the money logic needs a bit of cleaning up. For instance, if Alf costs 9, then <9 is not enough money, but >8 is enough (you've got >9, which means you'd need 10).
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Name: Kart-Tag!
Description: Race to catch the tags as quickly as possible, for each of the six courses. Watch out for obstacles.
Instructions:
- Press 1 to play the standard courses. For random courses, press 2 at the start screen.
- Controls during gameplay: press a main fire button or up on the disc to accelerate; press an alternate fire button or down on the disc to decelerate; press left or right on the disc to turn left or right. Each course starts when you first accelerate.
- Race to collect the required number of tags as quickly as possible. When the required number of tags has been reached, the level is complete. Missing a tag means you'll have to wait for the next tag to "drop".
- Hitting obstacles on the road will slow you down significantly. Making turns will also slow you down, although to less of a degree.
- There are six courses in a game, with increasing Go Kart power. After completing all six courses, your course times and overall time will be shown. Play again to try to beat your records. The best times for standard play are kept separate from those for random play.
- Easter egg #1: Press 9 at the start screen, then press 7 and 8 to select a starting "seed" number. This will change the course sequence accordingly. Only the sequence of the numbers changes, so some values will provide similar courses. When set, press 2 to start the game.
- Easter egg #2: Press 6 at the start screen, then press 4 and 5 to select how soon the tag starts to drop. 2 is standard, 1 is sooner, and 0 is soonest. Press 3 when set, then press 1 or 2 to start the game.
Cheers!
Harvey
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9 hours ago, Gary from OPA said:
People want refunds after spending thousands on a hotel room in Niagara Falls to watch the eclipse and it’s cloudy skies! 😳
We should have done the eclipse on Sunday... clear skies.
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I'll send out individual emails tomorrow... all orders have either been mailed out already, or are set to be mailed out tomorrow.
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I'll send out individual emails tomorrow... all orders have either been mailed out already, or are set to be mailed out tomorrow.
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I'll send out individual emails tomorrow... all orders have either been mailed out already, or are set to be mailed out tomorrow.
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I'll send out individual emails tomorrow... all North American orders have either been mailed out already, or are set to be mailed out tomorrow.
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3 hours ago, rietveld said:
Awesome. I just got my cart
Looks great and works great
Some games seem to have controller issues with my Canadian leisure vision but most games work well
Sometimes it's expecting the other controller to be used.
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2 hours ago, retroshaun said:
Were my screens sent to the US or are you shipping to my UK address?
They'll be sent to the UK, before Monday.
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18 minutes ago, DZ-Jay said:
Ah, I was assuming a 16-bit LSFR (I use a 32-bit one myself). I suppose you can simulate a rotation on an 8-bit value by masking the 9h bit (the carry of an 8-bit operation in a 16-bit variable) and adding 1 to the value.I would understand if you do not feel comfortable doing so, but would you mind sharing the source code so that others could learn from it? This thread has grown into some sort of reference on various PRNG implementation options in IntyBASIC, and a short, effective one would be a great addition.:)
dZ.
I'll upload it tonight. It's probably pretty crappy, but it functions fast enough.
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2 minutes ago, DZ-Jay said:
I supposed you implemented it in Assembly Language, right? I can't see any other way to rotate bits in IntyBASIC.
-dZ.
I used IntyBASIC. I just used a 16 but number, so I could catch the carry bit.
In this case, the game is for the current contest, so no assembly allowed. Otherwise I probably would have used your code.
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FYI, I used the method as described in the link in post #4 above, and it works well for this application.
I did have to do adjust the seed and XOR values for each level, to get the patterns to my liking, but some solution or other would be required no matter which generator I had used.
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26 minutes ago, carlsson said:
So far we have 2 ready made solutions + JLP if you use it, beyond what the language already implements. Can't you read the assembly code and figure out how hijack it with a seed?
23 minutes ago, Gemintronic said:It isn't clear to me that those 2 solutions wouldn't require special boards or dipping below BASIC into assembly.
I'm not sure exactly what the "2 ready made solutions" are, but definitely there are a number of easy solutions available. Probably the easiest for me, for this non-critical task, is to make my own generator using a few lines of BASIC code. Yes, a quick "poke" (in BASIC, with no assembly required) could likely work - just need to know the address, and know where to find it next time. For me, I'll be more comfortable making my own generator in cases where I need an input seed (or use an assembly-generated one, but of course not in cases such as contests where that's not allowed).
Edit: yes, JLP requires a special PCB (or can be enabled in jzintv for emulator use).
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In my case, I'm not going to use JLP features, because I don't have JLP boards. There may be other advantages to moving to JLP, but if it's just for the random numbers, it's not worth it.
For my current requirement (but feel free to discuss other requirements), I need to determine the location of an obstacle every second, approximately. I could compare it fairly closely to something like Activision Skiing for the Atari 2600. I want an option for completely random obstacle locations, but for equal comparison of high scores, I also want an option for fixed obstacle locations (fixed, as in the same each time the game is played). The length of the "course" is variable, and there will be several of them, so a fixed table is less viable (or more complex than a pseudo random number generator). I haven't tried it yet, but for the fixed obstacle locations, I think a simple bit shift and XOR system (as I linked above) will be acceptable. Otherwise I'll go with something slightly more complicated, such as described here: https://en.wikipedia.org/wiki/Linear-feedback_shift_register.
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I'll probably use something like this: https://www.codebase64.org/doku.php?id=base:small_fast_8-bit_prng
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Thanks. Maybe it's easiest if I make my own generator. Then I'll know for sure the sequence. It's not feasible to load all the numbers at boot-up, and I'll want the same sequence even for repeated plays (at least in the "fixed" gameplay mode).
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I'm wondering if there's an easy way to seed the random number generator in IntyBASIC? My goal is to have the "terrain" in a game always have the same pattern, but not to have to use a large table of numbers to create it.
I know I could make my own "random" number generator, or I could read ROM values, but maybe there's an easier way, such as a simple poke to a RAM address?
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I'll e-mail updates later, but I've mailed out the screens to all Canada and US customers.
RTO - my "production" take on the multicart
in Intellivision / Aquarius
Posted
I'll plan to send it out tomorrow. I'll email the tracking info.