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Posts posted by 5-11under
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It looks like the door prizes are going to be pretty good. A mini-pinball machine and a Retro Classic 48-in-1 arcade machine:
http://www.cgcc.ca/forum/viewtopic.php?p=157359#157359
Thanks,
5-11under
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Interesting...
Doubledown, Good idea. I'll try a logic probe, to see if any bits are staying high or low.
Pixelboy, this particular console is very consistent, and obvious even with no cartridge connected. In your case, I guess if it looks good, it is good.
Thanks,
5-11under
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Hi Pixelboy,
I did send him an e-mail. I'm not sure how familiar he is with the test code, though. We'll see.
Thanks,
5-11under
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Hi there,
I've got a ColecoVision Flash Multi-Cart (Atarimax). When I do the video RAM test on a certain ColecoVision, it fails with the message: 0x7136 [71,80].
Does anyone know how to decode the message to figure out which chip is bad?
I assume the first number is an address, but it's almost 32K?!? The second set of numbers, I have no ideal.
Thanks,
5-11under
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HDMI seems like overkill for a CV so I say VGA. What I'd much rather see than either of those is a cheaper and easier composite solution.What do you think of Ben Heck's solution? It's easy and cheap, and seems to work quite well for me.
I'd pick VGA over HDMI, BTW.
5-11under
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Hi Scott,
I've done assembly before, mostly Motorola, so that's not the end of the world (especially for an older, simpler system). The other good thing about Vectrex and Atari is that I've got flash carts for them already.
At the rate I'm going with other projects, I'v got plenty of time to decide... .
Thanks,
5-11under
Harvey,I've done some vectrex stuff. The 6809 cpu is a lot easier to program than 6502 (and 6507), imho. The Assembly isn't hard at all, mainly because of the incredible amount of routines built into the bios. Rotations, transformations, thrusting routines (rise over run), collision detections, etc....even sound effects! They were really thinking about the programmer when they created that system.
Having said all that...whomever said that the 2600 is most rewarding....said it right. That's THE system. Sometimes the best things don't come easy.
Harvey, look.... I know how you feel about assembly language... but you're going to have to do it. Just know it might be hard for a little bit. Once you get it, it (hopefully) will become second nature...and at that point you are VERY dangerous.
I've been doing some thinking:Atari 2600 - Batari Basic most likely (assembly would drive me crazy in this case, I think)
Atari Lynx - interested, but only for puzzles or slow action (hate the screen for fast action)
Nintendo NES - could be interesting (very limited research so far)
Vextrex - interesting, although would be assembler (which should be okay in this case)
Sega Genesis - could be interesting (haven't researched at all)
Nintendo GameBoy, etc. - interesting to some degree (hate the screen for fast action)
Sega Master System - too similar to ColecoVision?
Jaguar - interested, but seriously concerned about development tools
Nintendo 64 - interested, but haven't looked into at all
Atari 5200 - tried a bit, couldn't get into at the time (should perhaps revisit)
ColecoVision - doing already
Intellivision - not really interested
Atari 7800 - not really interested
Odyssey2 - not really interested
TurboGrafix 16 - not really interested
Classic computers - not really interested
Newer consoles - concerned about scope, tools (would lean towards Nintendo, if anything)
Thanks,
5-11under
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Hi Doubledown,
Does the "Add-a-Halt" just pull the BUSREQ (or possibly WAIT) line to ground?
Thanks,
5-11under
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There's a swap meet in the Toronto area on March 30, 2008.
Details can be found here: CGCC forum topic
Feel free to reply if you'll be there.
Thanks,
5-11under
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I've been doing some thinking:
Atari 2600 - Batari Basic most likely (assembly would drive me crazy in this case, I think)
Atari Lynx - interested, but only for puzzles or slow action (hate the screen for fast action)
Nintendo NES - could be interesting (very limited research so far)
Vextrex - interesting, although would be assembler (which should be okay in this case)
Sega Genesis - could be interesting (haven't researched at all)
Nintendo GameBoy, etc. - interesting to some degree (hate the screen for fast action)
Sega Master System - too similar to ColecoVision?
Jaguar - interested, but seriously concerned about development tools
Nintendo 64 - interested, but haven't looked into at all
Atari 5200 - tried a bit, couldn't get into at the time (should perhaps revisit)
ColecoVision - doing already
Intellivision - not really interested
Atari 7800 - not really interested
Odyssey2 - not really interested
TurboGrafix 16 - not really interested
Classic computers - not really interested
Newer consoles - concerned about scope, tools (would lean towards Nintendo, if anything)
Thanks,
5-11under
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Hi everyone,
I've been doing some ColecoVison programming over the last couple of years, and hope to complete at least one more project, but I'm wondering what other consoles I should potentially try programming next? Feel free to respond with your suggestions, perhaps with information or a link to development tools.
Feel free to suggest any you like, but I'll most likely be keying in on ones that have decent support tools and most likely the ability to program in higher level languages such as C or Basic. The console shouldn't be too obscure. Newer consoles may be acceptable, if very good support tools exist.
Thanks in advance,
5-11under
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The 2008 MiniGame compo will start 1st February 2008 and the categories used this year will be 1K, 2K and 4K, just like last year.I will not participate to the minigames compo in 2008, except if I finish my project CV Pentago (puzzle game). I also decided to not submit any new minigames to this compo. Why? By just looking at the numbers of votes and comments I received for the minigames compo during the last 2 years and you will understand why I'm disappointed.
To me, the minigame competition is pretty much dead. It either needs a lot more people voting, or some dedicated judges who will put each game through its paces. It's still a great concept, but executed very poorly (not that I would have done any better).
Thanks,
5-11under
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It looks like the boxes are about 5.4" x 7.4" x 0.9", according to the template.That seems small, and, unfortunately, I don't own any to double-check. Does someone know the actual size of a typical Atari box?
Thanks,
5-11under
A couple of us measured them in repsonse to a similar inquiry:
http://www.atariage.com/forums/index.php?s...1&hl=boxing
My posting: "The only box I own is RealSports Boxing: 7.5" x 1" x 5.5" (The 1" is actually closer to 15/16" if you're needing to be that particular)"
Thanks for the confirmation! Maybe I'm thinking of Intellivision boxes, which were slimmer, and were (or at least seemed) larger.
Thanks,
5-11under
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Okay, never mind. I guess they all use the "AV Multi" output. Looks like too much trouble to add the connector to an older console.
Thanks,
5-11under
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It looks like the boxes are about 5.4" x 7.4" x 0.9", according to the template.
That seems small, and, unfortunately, I don't own any to double-check. Does someone know the actual size of a typical Atari box?
Thanks,
5-11under
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Hi there,
I've got a video mod request, and I'm wondering what video connectors are normally used in the PS/PS1, PS2, and PS3? Composite? S-Video? Other? Also, did it vary, depending on when it was bought or case size?
If anyone could help out, that would be appreciated.
Thanks very much,
5-11under
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The Krokodile Cart works with the adapter.
5-11under
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I received this card in the mail at work, and decided a few yellow dots would fit nicely:
Merry Christmas,
5-11under
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Hello all,
With Squares! being part of the 2007 AtariAge Christmas sale, I thought this would be a good time to release the final, full version of the game for download. Previously, only the demo version was available for download. See the first post for both versions.
Enjoy!
5-11under
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Sounds interesting!
Good luck,
5-11under
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$500 seems a bit low, but isn't too bad I guess... if there's money up front, and it's a game you would enjoy programming.
However, a lot of things can go wrong: the project would likely take a lot longer than usual, and possibly never get done to his/her liking... unless the ground rules were laid out quite completely from the start.
This sounded intriguing to me at the start, but less so now. I'm relatively slow at this, and wouldn't be able to handle the expectations of someone else who is calling the shots.
That's just me,
5-11under
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Woo hoo! I received mine today... in Canada!
It works great.
Thanks,
5-11under
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I got my krok cart today. THank you very much. easy to program
im incredibly happy!!!Great, glad to hear it arrived in Australia safely!

..Al
Since Canada is so much further away than Australia, more oceans need to be crossed, and we've got a free trade agreement, I'll be expecting mine in about 1.5 to 2 weeks. Long live Canada Post!

5-11under
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Off-topic perhaps, but are there protoypes of Pitfall 2 that exist?
Thanks,
5-11under
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Hi Robert,For the parabola, a couple of things might help:
1. For a cannon or whatever shooting at an angle, remember that the x velocity will be some value, and will remain constant, and the y velocity will start at some rate up. Acceleration down will be constant (gravity). Subtract the constant acceleration/gravity from the y velocity every frame. Also every frame, add the y velocity to the y position, and the x velocity to the x position. Then print to the screen, based on the current position...
2. Use a 16 bit number for the x and y locations, and when it comes time to print to the screen, divide by a number such as 256 (or whatever works) to obtain co-ordinates in the proper range. Precision will be increased (so you can have a speed such as 1.5 pixels per frame... one frame it'll move 1 pixel, the next it will move 2 pixels, then 1, 2, etc.).
Thanks,
5-11under
I guess I got stuck on not having the cosine function, which, I think would be needed to do a true gravity based ballistics trajectory...and I just say that because gorilla.bas and most sci calculators expect it, but...but in truth the way you put it...I can do something and fudge the numbers until it looks good on the screen....
I really find the input around here to be excellent...thanks again.
If you're starting with an angle and a speed, the sine/cosine table (or math) can be used to figure out initial x and y velocities. From there you can use the math I've already described.
Do a forum search for "gravity" or "subpixel" for more good reading.
Have fun,
5-11under

Toronto area Swap Meet - March 30, 2008
in Events
Posted
Hi there,
This is just a quick bump that if you're in the Toronto area this weekend, you might want to check out the video game show (swap meet mostly). It's gearing up to be a fairly large event, with some cool door prizes. There'll be plenty of stuff for sale, new and old.
Thanks,
5-11under