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pedalpowered

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About pedalpowered

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  1. Sadly, someone bought it this morning. And the seller has "relisted" it to sell another for $299.
  2. The details of the pattern board are in the following source code file: mame/video/astrocde.cpp at master · mamedev/mame · GitHub Search for "Pattern board", to find the comment-header for the section that implements it. Here's just the snippet of the comment that explains the high level of each of the pattern modes: m_pattern_mode bits: d0 = direction (0 = read from src, write to dest, 1 = read from dest, write to src) d1 = expand (0 = increment src each pixel, 1 = increment src every other pixel) d2 = constant (0 = never increment src, 1 = normal src increment) d3 = flush (0 = copy all data, 1 = copy a 0 in place of last byte of each row) d4 = dest increment direction (0 = decrement dest on carry, 1 = increment dest on carry) d5 = dest direction (0 = increment dest, 1 = decrement dest) However, the full implementation of the pattern board is in this section, including how each of these modes work. Not that there's anything useful here to this endeavor, but for context, here's the source code for the driver for the Astrocade arcade platform: mame/drivers/astrocde.cpp at master · mamedev/mame · GitHub
  3. I hope you don't mind me posting the questions here for you--I found those 2 q's on your Ballyalley.com discussion group [https://groups.io/g/ballyalley]: I would recommend asking for the information on one of the several popular arcade machine forums. I could post the questions for him. I assume that by "PC photo" he means a digital photo. As far as the documentation of the PTB pattern control modes goes, I doubt that anyone will have that information, as that would have only been for internal Bally usage, but I could ask for that, as well. The best bet, by far, for figuring this out would be to investigate the MAME source for the Bally arcade hardware. I could help with that. I've been following this project with interest, in bursts of catching up, for the last few years now. I am a software developer, and I am going to port my games to the Astrocade, and would love to make hi-res ports, as well. I've always lamented the missed opportunity of the lack of hi-res support for the Astrocade, as found on the actual original arcade implementation.
  4. I'm curious what his two questions are/were. Perhaps he already solved them?
  5. I'm confused by this post. What are the "newer" versions? I recall that you made an O2 ROM PCB. I don't see that in your project links in your sig, tho.
  6. This is very exciting! I was hoping for another run, and I was wondering if a new chip/board that would support analog would ever be made. For those of us that don't use FB, can anyone provide an update here? I'll repost this info on the Nuon-Dome forums.
  7. Very cool! I was looking at the membership card fairly recently. Was hoping to have a video chip, though. I'm very interested in the COMX-35.
  8. I assume you have since seen that the zip only has a Windows executable, as we expected. I would buy this as soon as it had Linux support for game dev. Source would be ideal, but I'll take an x86 bin; however, having an ARM bin in addition would be extra nice, in lieu of source. I have some specific Jaguar dev tools and games I've been meaning to create. I had an official Jag DevKit back in 95, but was too busy with my web startup. I'm ready, now.
  9. I know this is an old thread, but I wanted to give the information requested and more, for all those who find this thread in the future. Ctrl-S will turn on/off the music. I wanted to note that if one plays Ultima III on an Atari 800 or 400 w/ 48KB upgrade, the music is output to your monitor/TV and the sound effects is output from the GTIA via the internal speaker. Since it was an Apple II port, they just kept the sound effects code nearly identical, just porting it to use the GTIA sound. This has the pleasant (to me) result of adding a proximity-based "stereo" effect between the sound effects and combat music versus the background music. I remember being shocked by the sound effects coming from underneath my hands the first time I replayed it on my 800, after only having played it on my Atari ST in the interim. To me this is the ultimate way to play, and more authentic to the original Apple II w/ Mockingboard version. Of course, on the XL/XE machines, the GTIA sound is output via the RF and monitor ports, and there is no internal speaker, so this effect is lost.
  10. Has anyone successfully built one of these other than Bruce? I'd love to get one of these.
  11. Thanks! Yes, 1stage's board is what led me to find this. It seems that the prolific Bruce has not graced AA with his presence in over a year. Tis a shame, b/c this RGB board really worked and so did his brilliant Micro-Expander!
  12. I'd love to buy at least one of these for Aquarius and Intellivision each! It seems it was working completely for Aquarius, at the very least. I realize you wanted to perfect the composite signal, but I'd be happy with it the way it is, as I'm more interested in RGB.
  13. Thanks! I haven't yet, but I plan to register and post there, as well. Due to the 3K limit on mapped ROM, we really a cart like Melody/Harmony for the VCS, so that we can offload some processing to a modern microcontroller, which would have access to a large flat memory space. Then we create new games to rival the ones created for the VCS.
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