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orange808

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Posts posted by orange808

  1. We all know it, but (at some point) taking advantage of additional resources requires more work. Storing additional assets and the ability to explore more capabilities requires the ability to make more and better assets. More gameplay options means more game design. 

     

    It's why I celebrated when during the early mobile boom. Indies could operate again.

     

    Yes, restrictions make things more difficult sometimes. They are also a comfortable security blanket that keeps things from going over our heads. That's not an effort to tear people down. It's my life experience. Limitations are challenging, but they can also be a guarantee that a project won't get out of hand.

     

    Anyhow, that's why I don't think we need a ton more catagories. And, that's why enhanced carts aren't a problem. More options means more work--and if and when I finish what I'm working on, I'll prove it.

    • Like 4
  2. I think a person has to be bring something remarkable to a project. Be genuinely great at something. Have a skill and a solid understanding of the entire development process. If you won't be a valuable team member, your game idea isn't worth anyone's time.

     

    You'll know if you are really good at something coming in, by the way. Take something off my plate. Be a partner. I don't want promises that you'll try hard (trying isn't enough), I need someone to make the job easier.

     

    You'll also need to be flexible and willing to step outside your comfort zone. Hobby projects happen in our spare time--and we're all busy people; if you love your idea, you'll go the extra mile to drag it across the finish line (long after the initial excitement wears off).

    • Like 1
  3. Getting audio register updates into the kernel is the easy part. You're already counting cycles and the instructions are predictable. Your real problem is hitting the audio registers regularly during the blanking periods when you need to handle your game logic. That's when things get tricky.

     

    Need to use proper assembler on DPC+ with C++ driver code (not the same as batari Basic DPC+).  I think Spiceware mentioned a Harmony Club with tutorials for that.  The people that need and use DPC audio don't use bB and it works fine in the current workflow, so the feature probably isn't coming down the pipeline.

     

     

     

  4. The games business is about games.  The Commodore 64 welcomed development.  Atari tried handle their home computers like a VCR.  Atari had no exclusive amazing killer app to move units, so why would third party devs want to pay Atari to make games on the computers?   Mad at Nintendo for their 1987 takeover?  They made Super Mario Bros and sold those systems all by themselves.  The game biz is about games.

     

    • Like 4
  5. To elaborate more, this is a recording of the MIDI demo for my gameplay opening of my (apparently) endless, vaporware, black hole ACE project.  ? I have it running on real hardware, but without any kind of "DPC audio" support on ACE, it loses quite a bit.  Obviously had to be reworked and drop parts of the audio while looping to avoid driving gamers insane.  Anyhow, better audio hardware would be very welcome.  I could probably almost reproduce this audio.

     

    **Please note that sharing this does not release this audio into public domain.  If you need music, hire me.  ?

        

    Atom Is Too Late__Time For Revenge.mp3

  6. Yes please.  I would love something like Beatnik.  In another life (at the dawn of mobile), it was nice to define samples and use MIDI triggers.  The ability to call samples, change the playback rate, select a starting position, and play it backwards would be handy.  We were always short on space, so we reused/recycled samples whenever possible.  I could definitely use something like that--and not burn a lot of rom (from my perspective as a dev using ACE) using it.  All I need is playback ability.  I can build the tools to handle MIDI myself.

  7. Remember five years ago when brand new feature films at theatres was a separate business from streaming services?  Is that still true?  ?

     

    At some point, things become hopelessly intertwined.  That is especially true when one part of a given industry is disrupting and "eating up" another part of the industry.

     

    It's not a perfect analogy, but that's how I see the decline of the arcade--as home console gaming began to overtake the arcades.  Not the same, but they are similar in some ways.

     

    Cutting edge is a subjective term.  Honestly, neither the Tales or KI franchises pioneered their genres.  Although, I found the Tales games to be more compelling additions.  Probably related to my fighting game fatigue after years of Street Fighter and MK.  YMMV.

     

  8. Nah.  There was once a pipeline of arcade to home ports.  Arcade ports once brought reliable extra momentum to the home console software business--and that was evaporating away.  When the fighting game bubble popped, it definitely mattered.  Street Fighter 2 series and the Mortal Kombat games were blockbusters!  The 16 bit machines had benefitted greatly from arcade ports.  The N64 and PlayStation were the dawn of new era where consoles began to swallow up the arcades. 

     

    That separate biz statement was true in 1983.  Not so much in the mid-1990's.  The hardware had closed the gap.

     

    As for the hot take remark, I think the word you are looking for is "subjective".  Although, the Tales franchise has maintained a following.  The tired recycled fighting game clone game mechanics of Killer Instinct (combos!  combos!  combos!  Yee-Haw!) combined with gimmick graphics didn't seem to hold attention nearly as long.  Subjective for sure, but Tales seems to remain relevant, while Killer Instinct went under the waves.  YMMV and whatnot.

     

  9. Nah.  I don't see it.  That was a transition.

     

    Mortal Kombat, NBA Jam, and Street Fighter gave the arcade on one last surge in 1993 and 1994; both franchises were also juggernauts at home.  Sonic 2 landed late in 1992 and ushered in the golden age of Sega in 1993-94.  Doom arrived in 1993.  Nintendo had Super Mario All Stars.  There were so many popular releases.  That was the golden age of 16 bit.

     

    1995 wasn't nearly as great for general audiences.  It was the end of the cycle.  The year started on the fumes of XCOM and Doom 2.   Fighting game fatigue was real; Street Fighter Alpha and Mortal Kombat 3 landed with a thud for most of us.  (That bubble had popped.)  The highlights for me were Yoshi's Island, MechWarrior 2, and XWing.  1995 was jam packed with cult classics and "deep cuts", but short on blockbusters.  A couple of the best games that year were Japanese exclusives.  (They get Tales of Phantasia and we get Killer Instinct?  Really?)  The PlayStation was new and Sony was still working to get new IP of their own to counter Nintendo.  It took time to get traction.

    ?

     

    By 1996, we were back on the upswing with big hits outside of the cult classics.  The N64 and Super Mario 64 were the big headliners.  PlayStation had a killer app with Resident Evil.  Behind that, there's Duke Nukem 3D, Quake, Super Mario RPG, and Mario Kart 64.  Metal Slug, NBA Hangtime, and Tekken 2 were decent headliners at the arcade (although it was still on the decline).  Both Tekken 2 and NBA Hangtime both made high quality appearances on PlayStation later in the year--at the tail end of the arcade port era.  The new cycle had begun.  PlayStation had established itself and Nintendo had gotten the N64 out the door.

     

    I don't see a crash.  I see a transition.

    • Like 4
  10. There's no way we can have a proper conversation about why cryptocurrency matters, here in this thread.  It's going to hijack everything.  Nevertheless, I think the blockchain has merit.  I see multiple projects with ideas that will change the world someday--and benefit society.  Of course, we aren't there, yet.  Maybe these projects will become MySpace when a Facebook shows up and does it better, I don't know.  There are professional devs out there with real visions of disrupting the banking and online "app stores" with the blockchain; it's not a scam.  I am not going to add any examples, because this isn't a promotion, but I am telling the truth.  It's not about ripping off bubble investors, meme coins, or crime.  Grifters and criminals always flock to new things; we'll flush them out as the industry matures.  Ignore the grifters.  I would go on, but it's impossible without promoting something.  This needs it's own thread.  But, where does it go?

  11. Interesting debate.  Ethereum is an interesting art project.  It's a conversation starter.

     

    Maybe someday, it would be nice to see a moderated section here on AtariAge to share links to NFT projects.  That way, we don't have to sift through the huge pile of lazy lousy NFTs (that are floating out there) to find quality video game projects.  I agree with Andrew; without guaranteed royalties, many people are going to be less interested.

    • Like 1
  12. 28 minutes ago, keithbk said:

    While 360,000 C64s were sold in 1982, about 1.3 million were sold in 1983, followed by a large spike in 1984 when 2.6 million were sold. After that, sales held steady at between 1.3 and 1.6 million a year for the remainder of the decade and then dropped off after 1989.

     

    By 1989, 25 million Atari 2600 units sold (1977-1989, 12 years).

     

    By the end of 1989 (8 years on the market), approx. 13 million C64 units sold (roughly half the number of Atari 2600's on the market).

     

    I can just about guarantee you that almost everyone who bought a C64 owned an Atari at one time, and if half your market switches brands, it causes huge ripples through the market.

    And, of course, not every Atari owner was an enthusiastic gamer.  So, many people left the video game market.  Lots of moving parts.

     

    ----- 

    This isn't directed at anyone in particular on the forum:

    I get the impression that some of this untrue ET meme has hurt HSW's feelings.  The ET meme is a fat lie.  He's a person, you know.  It would be nice if we could correct the record while we're all still together.  When the bold print or headline says he broke the industry, the details of the podcast don't matter a lot.  You're still spreading misinformation and bashing Howard.  Let's get the story right while we still have time to apologize.

    • Like 2
  13. 3 hours ago, Random Terrain said:

     

    Thanks. SpiceWare said there's a possibility that the trick is tied to a specific version of the DPC+ driver:

     

    https://atariage.com/forums/topic/323564-stella-and-dpc/?do=findComment&comment=4878864

     

    He'll check on that when he can find the time.

     

    These two programs were working perfectly with the versions of Stella before 6.0:

     

    test_bb_dpc_88_rows.bas 8.68 kB · 2 downloads

     

    test_bb_dpc_176_rows.bas 11.94 kB · 2 downloads

     

    For example, they work fine with Stella 5.1.3.

     

    Without the trick, the top 2 rows of an 88 row DPC+ playfield would share the same color. And without the longer trick in the example program above, the top and bottom rows of a 176 row DPC+ playfield would be messed up.

    Thanks.  Sounds like I really can't do anything to help with that.

    • Like 1
  14. 3 hours ago, Random Terrain said:

    Looks like the trick wasn't supposed to work:

     

    https://atariage.com/forums/topic/323611-do-you-have-an-atari-2600-and-harmony-cart/?do=findComment&comment=4878714

     

    Is there an updated trick that might work on a real Atari 2600?

    Please post the specific way to reproduce the bug and a test .bas source file that automatically demonstrates the issue.  I'll look at the kernel for you.

     

    In the meantime, try this:

    DPCplus_kernel.asm

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