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Andromeda Stardust

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Everything posted by Andromeda Stardust

  1. 3000kbs. I wish I had that upload speed...
  2. You are on a retro collecting forum. The cart should be available in the store at some point. Also if past releases are any indication, many homebrew authors release their ROMs for play on Harmony and/or Stella. Albert is also working on creating a digital storefront, so options may be made available in the future if you don't have hardware or cannot afford to buy physical games forwhatever reason.
  3. This is like a dream come true peeps. Instabuy this and Bob's Baby Pacman. I hope I don't have to wait until after PRGE to buy these. I do have a slightly upgraded 1up Galaga cab at home. Favorite game of all time. I still cannot believe the guest in the video has never played Galaga before, lolz. Cheers guys, Alita!
  4. The Kevtris FPGA consoles render the full line of pixels prior to sending to the display. Sub millisecond screen lag is technically possible without crt tdchnology. The display could merely render each HD scanline as it rolls off the hdmi port. Scaling would only require a slight performance hit. A fast bilinear scalar algorithm would only delay the output by about 2-3 scanlines at input resolution since a two scanine buffer is needed to calculate the scalar. Screen tearing on such a display would be non-existent due to persistence of vision. Want a realtime lightgun compatible non-crt display? That could be fabbed too. LED display at 480x720 matrix array for 480i interlaced ntsc, or 240p progressive. Analog circuits. A realtime "racing the beam" type signal sets up each scanline as an analog current source charges a capacitor for each LED. Digital transitor relay dumps the charge hundreds of thousands of times per second across the LED mayrix, creating rgb pulsed energy safely discharges each LED in realtime. Each LED has it's own discharge circuit featuring a small capacitance and shunt resistor, creating a duty cycle resulting in a tapering decay of light output until the LED voltage hits it's Vdrop at which point current and light emission stops. Beam scanner and high current charge circuit uses digital logic relay transistors to rapidly switch each LED in the matrix. The time constant of the resistor/capacitor combo is set to decay just short of 1/60 second. This ensures minimal eyestrain while providing realtime strobing needed for lightguns, and a decay pattern reminiscent of crt displays. Afterglow of the residual charge on the LEDs creates a CRT like phosphor trail effect too! For 240p source material, a microcontroller dual ganges rows of LED outputs. For interlaced video, even/odd fields are employed each frame. Who will build this solid state realtime analog "scan-the-beam" display that employs LEDs instead of phosphors? How much would be the retail cost let alone bom?
  5. Please do a glow-in-the-dark shell for me. Blue or green, doesn't matter, but green is nice!
  6. Necrobump much?🧟‍♂️💀🧟‍♀️☠☻💀🧟‍♂️☠🧟‍♀️
  7. +1 This info needs to get out. I'm not sure why the devs would tell us a diagnostic mode exists but not tell us how to access it. I would imagine it to be some combination of buttons on the console switches, right or left joystick port, at boot, during menu or attract mode. Could be a simple button press or elaborate like the Konami code.
  8. Thank you. In other news, my Arduboy units arrived.😎 The tetris game is really slick. Very well designed. Infinite rotation on high levels, and I did pull off a two line Tspin earlier, gave a boatload of points. I realized T-spin was essentially broken in the lcd basic fun arcade, allowing the score almost every time it dropped a tpiece by rotating any orientation in the slot. T spin requires three corner to be occupied which the basic fun monochrome lcd unit doesn't adhere to. I think if you can overlook the monochrome display and monotone chirps, the Microcard tetris is worlds better quality than the other tiny arcade version based upon the reviews. The speakers on those things were atrocious! The Sirene mermaid game on the game boy is really fun too. I can't wait to see some of the others people created. These are solid devices and hold charge out of the box. I haven't plugged mine in yet...
  9. This could have been great if they'd done the Tengen version. Add the A button for the boost and hack the menu to eliminate 2 player option. I may still get it though. Also they should have used a pink bezel plastic to complement the yellow Pacman cab.
  10. how do I fix mine? Battery lasts maybe 24 hours until dead again if I juice it up before unplugging it. And that is not actually playing it.
  11. frame rate of output is 60hz. Stereoscopic goggles displayed 30hz images. So stereoscopic output would require a frame buffer. The left or right frame would need to be delayed by 1/60 second to be displayed simultaneously, then both fields displayed for two frames (1/30th second). The FPGA needs to be capable of holding two 320x240 pixel frame buffers within memory (instead of one frame buffer for perfect clock modes) and transmit data twice as fast (for 1080p). If bandwidth is an issue, 720p 3d video mode could be utilised instead of 1080p if 1080p is unavailable. Also the hdmi driver needs to support newer standard compared to older 1080p60. I have no idea if this is doable with current firmware/hardware. Only Kevtris can answer that.
  12. IMO, using T-spin to fill holes was an impressive parlor trick bitd, but the scoring is overwhelmingly one sided for tspins in modern tetris. You get more points for clearing two lines with a Tspin than four with a Tetris, so the game becomes more about setting up Tspins compared to Tetris. And because you get more points for clearing less lnes, there are more opportunities to score. I never had issue with piece holds (keep the I-beam until you are ready to use it) as it did not break the mechanics.
  13. I recently bought the older version. Despite being twice as expensive and grayscale, it appears to have vastly superior build quality. Is there a modern variant of Tetris that isn't completely borked by T-spins?
  14. I am 38. My 4-switch Atari is as old as I am. If treated well, it may well outlive me. The carts surely will...
  15. Homebrews that use melody boards likely will not run without supporting hardware. The arm cpu inside the Melody/harmony would require a fast and massive fpga to emulate. Said games would require a cart bus to run as a result. Just like the Super NT don't support expansion chips, or the Mega SG don't support Virtua Racing via jailbreak.
  16. I want that Atariman. Don't care how much it costs. Also no fpga is gonna emulate harmony carts without a slot.
  17. Game Genie like device, or some bizarre button press combo? Some games I have heard enabled diagnostic codes through a second controller.
  18. Has anyone attempted to use the Retrofreak Game Gear adapter with the Mega SG? Does it work?
  19. It seems like the credit card sized device is the exact same game built into the micro arcade except poorer sound...
  20. Yes, this. I wants a Game Gear adapter. I actually have a small stack of game carts I was planning on playing on the big screen. Zero desire to buy a refurb Game Gear unit though.
  21. I was half joking about the Genesis mono multiout VA7 "grunge" sound, though the stereo headphone output sounds very clean on my original system. I do however believe if the mono mixing circuit from the VA7 could be isolated and incorporated into a guitar preamp, it would make an awesome retro effects pedal! If someone isolated the stereo-mono mixing circuit inside the VA7 Genesis, they could simply add a third input via grounded tuning pot with input resistance (to adjust gain), add a preamp if they wanna directly plug in a guitar, and route the guitar input to a 1/8" jack on the side of the console. To use as grunge effects pedal: boot the system without a cart, plug in the guitar, and plug the Din connector to a sound system or mixing deck. To play games, boot the system with a cart and play. Add your own Guitar riffs to sonic 3 & Knuckles sound test if you want! 🎸🎧🎶
  22. So, if I want to emulate the grunge RF audio from my stock Model 1 VA7, which filter setting do I use? I assume 0/0 on the panning, but what else? The stereo headphone jack on my old Model 1 VA7 does sound great and gets exclusive use on my sound system, but suppose I want to emulate the VA7 exclusive "grunge" filter from the rear mono/rf using the Mega SG? Still a huge improvement over Atgames!
  23. Basically the way mode 7 works is the ppu uses a scalar to rotate and scale flat 2d graphics onscreen. The hardware resolution is fixed at 256x224 lines, so the ppu uses a nearest neighbor approach to determine which pixel to draw onscreen. Software emulators render mode 7 graphics at higher resolution by using hardware video acceleration to emulate the scaled sprites rather than emulating the pou directly. This is not possible on an fpga console because the ppu graphics are rendered as an exact replica of the original console in realtime, then integer scaling is used to match it to fpga resolution. There is simply not enough resources available on the fpga to upscale the graphics beyond hardware pixels, and even if this could be done, it would break cycle accuracy and cause all sorts of bugs or artifacts in games. N64 fpga emulators would potentially be in a similar boat. Even ultrahdmi cannot scale graphics beyond original hardware, and I would not expect a cycle accurate fpga implementation to do so either.
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