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Magic Knight

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Posts posted by Magic Knight

  1. On 1/16/2023 at 10:22 AM, jindroush said:

    So, after a bit of testing, I present 'maybe probably likely perhaps possibly fixed' Colony version.

    Attached is ATR and also the (almost) complete disassembly of the game, so anybody can continue the fixing.

    The fixes:
    1 - black & white inventory images overwritten by assembly - this was fixed in the 'polish' version I started with (causing status window destruction when taking certain items), also done by Wrathchild
    2 - added 'empty' droid going up4 image, because of shortened dump by one sector (causing memory overwrites and game crash as soon as droid moved), also done by Wrathchild
    3 - finally fixed droid image up3 & up4 by switching colors 2 & 3 from player images
    4 - fixed b&w droid spare body inventory image, done by Wrathchild
    5 - removed second call for fireball cleaning (this was causing random map overwrites, because of double call when droid was activated, writing to map thus dropping rocks, instead of screen, cleaning fireball)
    6 - fixed fence list ($3F instead of $3E) - this is more of a guess
    7 - removed some disk editor data - this was only in polish version, some data of disk editor/copier in middle of image
    8 - fixed bw font - some letters on the left were borken, fixed according to my taste ;)
    9 - lengthened PMG background under selected tool in status window by 1 line - 1-off mistake
    10 - removed extra lda's in init, extra initialization of unused variables, removed one never-called routine etc.
    11 - adding graphic as mentioned here, done by Wrathchild

     

    What could be done better and I did not do it in order to preserve binary image for easy comparison

    A) Death - the death screen does not stop sound and PMG. Does stop interrupts and then waits forever for decrementing in interrupts. Etc.
    B) Lots of empty memory blocks could be removed, also one of the graphics blocks could be removed (gr_mysterious) shortening the image.
    C) Most of game variables could be removed from the binary altogether, again shortening the image.
     

    colony.atr 31.89 kB · 43 downloads colony_src.rar 48.85 kB · 28 downloads

     

    Wow!  Only noticed this thread resurfacing last week.  As a 'campaigner' of this project im a little disappointment that i never kept up on developments and late in checking this out.

     

    Anyway - a big thank you to @Wrathchild and @jindroush for the work put into this.

     

    I glad to say that the remote droid is up and running and has no random rock generation going on.  (although he is completely mad and goes on a rampage with no agenda! 😃)

     

    Ive play tested around 10 hours worth and its definitely a playable version that's now available - well done guys!

     

     

    Now that the worst is fixed, its clear that the developer(s) had other issues during programming.  The bugs left are don't spoil things too much but ive listed what ive noticed:

     

    1. Some of the fence storage facilities state that you have 0 in stock but if you pick up fences the real inventory appears when counting. (it still keeps stock of what you really have but sometimes shows 0 on screen)

     

    2. Sometimes if you pick up seeds from a drop off and go to the seed store and click drop mushrooms off - you get several thousand credits instead (nice to have as its a killer in normal play to get any build up.)

     

    3. Occasionally the game will just freeze up for no reason (luckily i play this in Altirra so i save periodically).

     

    4. Remote droid is known to just vanish out off the game with no reason (not often but hapoens) new droid needed on next shipment. 

     

    Other than that its a enjoyable spinning plate/management game that keeps you interested.

     

    (20k - would take me weeks to get that in a normal game)

    image.thumb.png.e744c4cd619cbe7e1378c05b0582e767.png

     

     

     

     

     

     

     

    • Like 1
  2. 19 hours ago, drpeter said:

    Hello @Magic Knight, as a fellow UK resident, where do you source your Chinese boards from for under £5?  Looking to make up some of these for a project I have in mind...

    I use PCB Way in China.  They are brill for recognizing price sensitive prototype orders vs comercial orders. 

     

    They charge $5 (yes dollars) for 10 boards (plus postage).  Above this then they see this as commercial and price goes up a little (but not heavy like uk prices). 

     

    Board colour choices  are red, blue green, yellow  white or black. Purple or Matt versions are more expensive as less demand.  

     

     

    • Thanks 1
  3. 7 hours ago, MrFish said:

    Care to name something specific? Are you referring to a commercial game that was released during the Atari's production lifespan or something that was more recently produced, or even some title that was converted from some other format (disk, cassette) to run on a cartridge?

     

    The standard for cartridge games by Atari and other major publishers (and I suppose minor publishers too) was that the game cartridge would reload.

     

    If it's not on cartridge, then I guess results might vary more; if it's a disk game (or an executable that originally came on a disk), it would make sense that it might attempt to boot the disk to restart the game (although that would obviously be much slower than a cartridge restarting).

     

     

    Sorry i should have been more specific - Games in General - Often if you mess up on something whilst playing and want to start it may take a ponderous time to lose lives, or in the case of a sports/timing games can take forever.

    or even accidental pressing of reset instead of option. (resulting in a reload - tapes taking 20 min on some games made this painful).

     

    With loading taking seconds with SD and multi-carts these days its not a biggie but back in the day with tape players to depend on, it made a big difference on occasion.

     

     

     

    2 hours ago, Rybags said:

    It does go against the grain a bit.  On 2600 Reset starts a game.

    But with computing in general, Reset will generally mean at the least a warmstart.

    In the modern day it's sometimes desirable anyway to get a coldstart - the XL OS has the magic numbers which some software overwrote which would force a codestart when you press Reset, so it can sometimes just be inadvertantly using memory which was originally spare but later allocated.

     

     

    Yes, a warm start would sum up what i think (most) games would benefit from.  Can understand non games having their own needs on whether this is required.

     

     

  4. This question has had me pondering for a while now,

     

    After loading a particular game on a 'Vanilla' Atari when you press RESET it sometimes restarts the game and sometimes its lost from memory and tries to look for a drive.

     

    Is there any reason why some games are programmed to have the game still in memory and others are lost if RESET is pressed. (or certain types have no choice in the matter?)

     

     

    Sorry if this has been asked before, tried searching but couldn't see mention of it.

    • Like 1
  5. Thanks for the info guys, I'll focus on 2600 titles for this PCB and look at the other for 7800.

     

    I was thinking of a DC delay circuit for the over-quick startup inside a real 7800 to let the Pico catch up, if i implement this, ill share when tested.

     

    Great support here and I thank you all for this!

  6. 33 minutes ago, karri said:

    The cart is great for running some homebrews and most 2600 titles. For many titles you need an external powerbank. Some high speed titles makes the pico run very hot. The games may crash...

    Thanks, i mainly game with 7800 stock titles, but good info to know for the higher end titles done more recently with the extra weight,

  7. How important is the spec of the PICO board in that tthe fimware works with it?  (Ram, memory etc).

     

    The board below (from Alliexpress) is used on the A8PICO cart and i haven't had an issue in quality.

     

    Would the one below also work with the 2600+ card project build?

     

     

     

    image.thumb.png.68404b56d0c87850af8e496830e8b1a1.png

  8. On 1/27/2024 at 4:48 PM, Fred_M said:

    The autorun is a standalone firmware and is not built in the normal firmware.

     

    You can find the autorun firmware here:

     

     

     

    Hi, is it potentially possible to do this with XEX files? Looks like currently it's only CAR or Roms that can be Autorun.(format)

     

    Would love to see a single XEX run off the single booter program. 

     

  9. 1 hour ago, DjayBee said:

    You might also try A8PicoCarts.

    Somebody has written an autostarter which does not bring up the usual selection menu but starts a predefined file from the Pico's flash memory.

     

    Alas I tried this with several XEX files and just black screen. Anything with CAR was no problem.

     

    I too would like XEX files to autorun but they only  seem to work with the menu based software. I guess a fix could be done as clearly it's capable of XEX. 

    • Like 1
  10. It occured to me that they may be competing with the other platforms of a similar vein for price.

     

    For example, the Amiga counterpart is well tempting @ £84

     

    https://www.amazon.co.uk/The-A500-Mini-Electronic-Games/dp/B09BW8N7JZ/ref=pd_sbs_d_sccl_4_7/260-4721771-9045001?pd_rd_w=fePRF&content-id=amzn1.sym.ad51136c-8d04-4e54-9ec5-18cad2a65d61&pf_rd_p=ad51136c-8d04-4e54-9ec5-18cad2a65d61&pf_rd_r=AYTRMQ0A1PSB22M2GNQM&pd_rd_wg=7iZUr&pd_rd_r=377b69cf-d9bb-421e-aaaf-71d78c549a20&pd_rd_i=B09BW8N7JZ&psc=1

     

    Just guessing but could well be a Commodore/ATARI price war happening here (again).

    • Like 1
  11. 12 minutes ago, ascrnet said:

    Lack of RAM, the Raspberry Pi Pico includes 256KB of RAM. 😉


    There are ways to automate it, but it would not be a simple cartridge to put together and the cost would go up.

    Thanks for the quick answer, i'm bit confused, i always thought of the PICO as a storage device (16mb of flash bit etc)  that the ATARI just loads in to it own ram?

     

    Am i right in that the PICO needs to populate the ram storage with the file as part of its transfer/call-up of the file (so for example a 512k file has to go through the PICO'S ram prior?  

     

    or somehting like that?

     

     

  12. First of all - New to this and  i think this project and development has been excellent. Kudos to Electrotrains for this!

     

    Ive made a few units with 3D printed shells(and i only need one). Being less than a couple of quid from Ali for the Pico boards and PCB's being less than a fiver from China makes this probably the best bang-for-buck ive seen for A8 modding.

     

     

    Ive a couple of questions

     

    1. Files are only permissable up 128k, is there a way to go above this? (Space harrier and larger files im thinking of...)

     

    2. How is development for the 2600 comming along? (my own wish would be the 7800 version ultimately myself - being a fanboy of this model also ).

     

     

    Great work also from all others on this thread who contribute to the development of this also

     

     

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