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Everything posted by Andromeda Stardust
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Does Albert know about this? They are sullying our forum's good name! I didn't read all the verbiage, but they seem to have a very good, well paid graphic designer at the helm. Maybe show some evidence you have competent hardware/software engineers? It's like reading a brochure of production apps which you can never afford, only they are all free.
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Atari 8-Bit as a Legitimate Business Machine
Andromeda Stardust replied to pixelmischief's topic in Atari 8-Bit Computers
I am done here btw. Take care and go Cowboys... One more and I'm done for reals... I flushed the Super Bowl last night. It was full of Browns... -
Atari 8-Bit as a Legitimate Business Machine
Andromeda Stardust replied to pixelmischief's topic in Atari 8-Bit Computers
Patriots and Tom Brady suck. -
Atari 8-Bit as a Legitimate Business Machine
Andromeda Stardust replied to pixelmischief's topic in Atari 8-Bit Computers
I believe you misread my post. I do not blaspheme. Your argumentative attacks against me and the op you quoted show that you lack reading comprehension and critical analysis. You got called out on it and retort with punitive insults because you have no case. Good day to you sir. -
I have successfully destroyed the target on the NES ported version (Khan Games), and in the Atari 2600 version (only on "easy" mode) in Scramble. The NES port lacks difficulty settings and matches normal mode on the 2600 port, but has smoother scrolling which helps in the final stages. Also the starfield background option is missing from the NES version (which was ported based on assets from the public 2600 beta ROM), but adds Achievements and on-cart high score saving using the Memblers flash based GT-ROM. I eventually earned all of the NES achievements except make it through the game without dying. I seemed to always die at least one time somewhere... I also have the 7800 game on the PMP multicart but never played it much as I ironically liked the 2600/NES versions better. I'm weird like that with certain games. The trick to mastering the 6th zone is to move the joystick between straight forward and reverse diagonal during the narrow vertical corridors. The ship will retreat at the same speed as the maze when throttled backwards, giving just enough time to zip up and down the vertical maze segments. I did get to the "booty" on Super Cobra Arcade a handful of times (using multiple continues to do it), but was never able to collect it without crashing into the walls. Also while the final area loops if you miss the "booty" in Super Cobra Arcade same as Scramble, if you don't collect it on the second pass, you will die from fuel depletion before you get a third attempt. Unlike Scramble, there are no fuel stations in the final zone. I did have the Super Cobra game by Parker Brothers in my collection but never played it (I originally thought it was a J.I. Joe thing) prior to learning about Super Cobra Arcade. It is a very well built game considering tech what was available in the early 1980s, a bit choppier and certainly not as detailed graphically, but still very playable. I feel greatful we have three versions of Scramble across three platforms, and two different Atari 2600 versions of Super Cobra. I love comparing commercial and homebrew ports of arcade games across multiple systems.
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Better to fix the bugs now than after they are shipped... Your cartridge is beautiful btw...
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FPGA Based Videogame System
Andromeda Stardust replied to kevtris's topic in Classic Console Discussion
I would personally rather them work on a new console like Turbografx or Atari. I've got all the oldish hardware and only have CRTs which support RF and Composite. And around 90% of consumer grade CRTs ever sold in the USA didn't support anything higher than S-Video. -
Atari 8-Bit as a Legitimate Business Machine
Andromeda Stardust replied to pixelmischief's topic in Atari 8-Bit Computers
stop trying to be a social justice warrior for some office pc luddite back in '78 who happened to be female and was treated very well for the time. people like you are the reason industry pioneers like bushnell (who did employ women developers at a time when female programmers were unheard of) missed out on awards, but all people rave about are the pot smoking hot tub parties, which btw were not mandatory but many male and female employees voluntarily attended. take a step back and view history in context won't you? dont fault someone because the values they held 40 odd years ago clash with the current status quo. dont cry out "mee too" unless you were there or shared similar life experiences. you are obviously too young to be around in '78, much less managed a department then. people do grow and do change. i would certainly hope i do not share the same values now at 38 (will be next month) that i did at 18 twenty years ago. the poster likewise does not share the same values from 40 years ago, before my time and yours. -
it is a fun challenging game if a bit frustrating. the time limit is too short. the game is constantly trying to knock you off and nothing is more frustrating than making it too the top with seconds to spare then getting bumped halfway down. i wish there was a timer cheat for the game, then it would be more enjoyable...
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Welcome to the forum. I think my rarest cart is Bumper Bash. I have piles of carts I rarely play anymore, well because work and stuff.
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Just curious, does JI Joe work with hybrid 3-player mode Joystick +Paddles? http://atariage.com/manual_html_page.php?SoftwareLabelID=210
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FPGA Based Videogame System
Andromeda Stardust replied to kevtris's topic in Classic Console Discussion
I wish I'd never gotten rid of the Viewsonic crt but cest la vie. An hdmi to vga would warrant experimentation. I am aware there are names for all the supported video standards, ie vga, svga, etc. There is a wikipedia page with numbers and it is astounding. https://en.m.wikipedia.org/wiki/Display_resolution Vga monitors do report the supported standards but you are free to try and force the video card or device to send over anything and the monitor will attempt to display it or pop up an "out of range" error. My flat panel Samsung Syncmaster 1600x1200 from 2005 will display 1920x1080p60 over dvi single or dul link despite it exceeds the built in horizontal resolution. It also displays 1280x720p, again in 4x3 squished aspect. However because my dvi monitor does not expressly support widescreen resolutions, and has no audio capability, I cannot use it with Analogue or Retrousb fpga consoles with sound because my monoprice splitter (which I use to siphon audio) refuses to push unsupported display resolutions, resulting in no picture. -
I gotta check out GI Joe, sounds like a real oddball. Bomberman II is another 3-player game (NES via Four Score and Famicom with auxiliary P1 controller). Technical mumbo-jumbo regarding NES and Famicom multiplayer support: Also Legend of Zelda Triforce Heroes for 3DS, which got poor reviews because it did not support two player at all and required 3 systems for multiplayer (even with one game cart), and the AI players in single player mode were dumb and repetitive. And yeah, necro-bump time...
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I have a gemini and wasn't even aware it used a JS/paddle switch. The stock paddles and sticks work fine on it...
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I still have a crt in my bedroom I have no plans to get rid of. And that "shoot the dog" VS Duckhunt Repro from RetroUSB. And a Nintendo Zapper, Camerica Video Blaster (Famicom revolver clone), an XE light gun, Sega Phasor, and a Super Scope. Still don't have the Sega Menacer or the Lethal Enforcers stuff. Too many competing standards in the 16-bit era and not much games that utilized them. Yoshi's safai is fun though if a bit easy...
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Have any flat panels manufactured in the last 5 years if not 10 support S-Video? My TCL Roku (purchased March 2018) is composite, RF, and HDMI only. Even the 2-in-1 Component ports are gone now...
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Controls are horribly unresponsive and laggy. Paddle movement is choppy and not in sync with the foot.
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FPGA Based Videogame System
Andromeda Stardust replied to kevtris's topic in Classic Console Discussion
Can't analog monitors just sync to any hscan as long as it's in range? There is no standard horizontal resolution with analog monitors. 720p is in between 600p (800x600) and 768p (1024x768). So I assume it would have worked but I've never tested it. I did slightly "overclock" my old Syncmaster (max resolution 1280x1024 60Hz) by forcing 1400x1050 60Hz so it's not out of the question that some monitors might handle up to 1080p. 1200p displayed "unusable signal". Definitely if the monitor supported 1600x1200 at 60hz it should be possible. Aspect ratios would be fubar obviously. -
That is the exact device I was thinking of in my post. Internet sleuths to the rescue! More info: http://atariage.com/forums/topic/250307-why-does-the-sears-video-arcade-ii-have-four-controller-ports/ Fun fact: some games like video olympics use the right paddle so they won't work with it in stock configuration. If one wanted to get the paddle function, they could easily mod the controller with a toggle switch or internally rewire one button.
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FPGA Based Videogame System
Andromeda Stardust replied to kevtris's topic in Classic Console Discussion
Another possibility, if you have a good late 90s - early 2000s era computer CRT laying around, hook the HDMI to VGA adapter up to that. 720p should be supported by most monitors, and even some max resolution 1024 line / 60fps monitors might accept a 1080p signal with slight vscan overclock, given 10% component tolerances of analog devices. You will want to stretch the picture to maximum width. 1280x720p with 5x3 integer pixel multipliers would be ideal. The monitor will squish the widescreen format into a 4x3ish aspect ratio by default, plus there are vertical and horizontal adjustments to get the picture to fill the screen without cropping. Light guns might be possible on a svga or higher CRT, but I doubt it. I wish I'd never gotten rid of that beautiful 19" Viewsonic CRT now that I think about it... -
@Pacman Plus: I do not know how many colors you have left to work with in the palette, however maze walls are typically one color for the border and another color for the filled in parts. The mazes that render portions of the walls invisible or alternate colors would assign the third unused color to this effect (assuming the available sprite colors are transparent plus three additional colors like NES). The alternate colored maze parts would need a unique tile set but they could share the color palette of the standard tiles. Either the borders would remain the same and the interiors change color, or the interiors remain the same and the borders change color. So if the background color is black, you could set the border color to black as well and use alternate colors for the interior walls, or leave the wall interiors hollow and use alternating colors for the borders. One caveat to using colored borders with hollow walls is sometimes the RF only or composite modded consoles will bleed the colors a bit, marring the image. My TCL does this with my 7800 but ironically not CRTs. Alternating the solid color inside the walls might be a better strategy. But I don't know what your assignments are for colors. If the pac pellets or text utilize the third color assignment on a shared palette with the wall graphics, rather than an independent palette assigned to pellets and text, that would complicate things somewhat.
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If the pacman maze engine is similar to other games, this behavior is expected. Pacman uses a nearest neighbor approach to determine collision detection. When Pacman and ghost are travelling in opposite directions, and both cross a tile boundary simultaneously such that neither share the same tile on the same frame, collision detection will fail. Because the Pacman engines Bob used in Pacman Collection have a lower resolution tile size on the 7800 (4 horizontal x 6 vertical iirc for 7800 as opposed to 8x8 in the arcade), collision detection misses are slightly more frequent than in the arcade. I did this the other night on my new Pokey sound Pacman Collection from Albert while wrestling with errant turns from hitting diagonals on one of my 8-way arcade sticks. Was on last man too so lucky break for me. Yeah I got some of em set up for four way clover restrictor, just not the little one I grabbed to play with Christmas Eve, that had a Sanwa 8-way octagon in it.
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FPGA Based Videogame System
Andromeda Stardust replied to kevtris's topic in Classic Console Discussion
Take a break. You deserve one. Bob Decrescendo has been known to take "sabbaticals" from 7800 development. Maybe you should too from your fpga work... -
FPGA Based Videogame System
Andromeda Stardust replied to kevtris's topic in Classic Console Discussion
I remember attempting to run the Retro City Rampage ROM demo on the Everdrive. It was so glitchy as unplayable. The Zelda and Mario hacks are too large for either device. Castlevania III might as well run the VRC6 version as that's got superior audio tracks which both drives support. Powerpak has more accurate audio quality even with the new Everdrive mappers. This is impossible due to how fpgas interface the cart hardware. It does not dump the rom cart like the Retron devices, which is bad idea for numerous reasons. You can change individual bytes of ROM/RAM using a cheat device or code, or you can pre patch a rom and run it on a flashcart or sd card via jailbreak firmware.
