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sirlynxalot

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Posts posted by sirlynxalot

  1. I found a PDF copy of the manual from the bottom version. It is the Windows 95 version (maybe the dos version is on the disc as well?).  I wonder if you can increase the game resolution in the windows version... could be cool to see it at a higher res.

     

    In the windows 95 instruction manual in the credits, it says "Several credits didn't quite make it into the original manual text. They
    deserve recognition, and are listed below:" and then, among other people, it lists "Jeff "Yak" Minter".

     

    That's kind of incredible they didn't mention him in the credits for the dos version.  Aside from it being his brainchild, the dos version has little messages when you quit at the dos prompt, one of which is something along the lines of "may the Yak be with you"
     

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  2. Any idea if these are both the Dos version?  Looking to pick up a CD so I can try out the CD soundtrack w/ SFX.  I think the top one is the original Atari release, while the bottom one is a re-publication after Atari was merged into JTS?  I heard there is a windows version as well, so I think I want to avoid that as my PC won't be able to run it.

     

    image.thumb.jpeg.8eb027f66cc9c4771041dd2f953b3e9b.jpeg

    image.thumb.jpeg.0ff4531791d2cc94b0a286561df180e4.jpeg

  3. Yep I have all of that Gravis stuff.  The pnp version of the gravis card has a different chipset than the earlier cards and has its own drivers, including a version of a soundblaster emulator "SBOS", which has a very different (and usually worse) sound compared to other soundcards (hence why I have also put a generic soundblaster in the machine).  For most other games, I can use either my soundblaster or the gravis, its just this game where I can have sound or music but not both.  Using the gravis soundblaster emulation doesn't work either.

     

    I have at least 50 other games on this pc and don't have this either/or audio issue with any of them :)

  4. So I have to agree with this topic I just found when googling my issue. The game is picky with soundcards and I can't get SFX and adlib music to play simultaneously!

     

    The configuration program seems to autodetect my isa soundcards correctly.  If I use my generic opti soundblaster, I can get music but no sound. If I use my gravis ultrasound pnp I can get sound but no music.  If I select both cards together, the music plays Ok but the sfx don't, and there is a loud repeating glitched sound that plays while the game runs. 

     

    If I had the CD I would try the CD audio option, and I have a hunch that would work, but I don't understand why having both sound and music would be so tough to get working.

     

    • Like 1
  5. 8 hours ago, 82-T/A said:

    This is super lame... but I installed one in my 8088 KayPro PC-10. It has an NEC V20 8088 processor, and originally came with a Seagate ST-225 RLL hard drive. The "sound" was every bit what made the computer what I remember it. I saved my original one, but put in a non-working one (hardrive spins, but tons and tons of bad sectors). Removed the old RLL controller, and installed the PC-XT card with a 128mb DOM, and then I still plugged in the Seagate RLL drive... just with power, so it turns on with the power. You hear it running, it doesn't give the beep/boop sounds of loading files, but you still get that disk spinning sound, even though I'm using the DOM. hahah...

    I have thought about doing this! Likewise I have the original HDD I used with this machine in the 90s, though it's completely unusable right now. The machine still makes a bunch of noise without a HDD though, mainly through the floppy drives and the fan on the PSU... Although I can hear a whine that seems to come from the cyrix CPU, and depending on what settings I'm using it with, the whine changes pitch or gets a little quieter!

     

    I do have scorched earth on it 😁

  6. 9 minutes ago, 82-T/A said:

     

    If you're missing the .exe file that enables the cache for whatever reason, I have the latest version of it. I have a 386 SX-25 that was upgraded to a 486 DLC-25 Cyrix processor also. Just let me know and I can e-mail it to you.

    Thanks, I've got everything for that. Performance in some benchmarks is basically tripled with the clock doubler and cache enabled.  3D bench gives me FPS of about 6.5 with stock settings and as high as 16.1 when I've got the clock doubler and cache enabled... This does help get many early 90s games into a playable state, but anything 3d and texture mapped is pretty rough and slow and most wouldn't consider it to be playable.  Hmm, now that I think of it, there's quite a few similarities between the capabilities of this PC and our favorite atari system  😅

  7. 6 hours ago, 82-T/A said:

     

    What are the system specs? Is it a 386 SX?

     

     

    Its actually very tricked out already. I think its a 386dx25 to start with, and then in the 90s my family put in a cyrix 486dxr2 clip on cpu, so if you have it initiated through the appropriate software drivers, you will get a clock doubler, 486 instruction set and 1kb of L1 cache from the cpu. That speeds up performance in dos games quite a bit compared to the stock cpu, but Doom and Descent and things like that are still not really at a fun playable level (unless you're running Fast Doom, a recent new build of doom for 386s and other slower cpus that has many more options to downgrade the graphics so you can get a smoother framerate. Greatly reducing the details will make the framerate pretty good on this machine but at a certain point its just like "what am I doing, this is not that fun to run doom in potato quality."  Anyways, I tested Tempest with and without fully utilizing the clock doubler and L1 cache and it ran just as well in slow cpu mode as it did with the fast settings, and that was quite a surprise to me.

     

    RAM is upgraded to 16MB

     

    Storage is a 2GB compact flash via an IDE to CF adapter.  I needed to get a bootrom with the xtide bios for the system to boot from the CF.

     

     

  8. I recently restored a 386 pc from 1991 that I had in storage for decades.  Its on the weak end as far as performance for mid 90s dos games are concerned. For instance, stuff like Doom and Descent run like slideshows. In fact, most 3D games run very poorly on it, which is not a huge surprise.  Its specs really limit it to early 2D gaming for the most part, Commander Keen and Duke Nukem 1 and the like, and even some of those early 2d games have some slowdown here and there. 

     

    As I'm testing things out on it I decided to try out Tempest 2000 dos version.  Surprisingly, this game runs extremely well. It has some slowdown here and there as the action gets going, but its similar to the slowdown on the jaguar version and doesn't feel too obtrusive. Sure enough, I'm googling the system requirements on the box and it suggests the minimum system requirements are a 386dx40.

     

    I think the game is outstanding on the Jag, and its probably one of the best looking games that runs well on this old pc as well.  I don't know if that means the game is actually not as taxing as its visuals would lead you to believe, or if both the Jag and the dos versions are coded very efficiently... but nonetheless, given the rudimentary stuff that this old pc runs, and its age (1991) its almost hilarious to see it running T2K so well.  I heartily recommend getting a copy if you have any old PCs kicking around and are wondering what to do with them!

     

    Btw, I've tried out the dos port of Raiden as well. Graphics are on par with the jaguar version but it has some quite terrible aspects that make it way less fun to play. For instance, you may choose to play either sound effects or music, but not both simultaneously.  Additionally, the game slingshots between being quite a bit faster than the arcade or jaguar version, and then slowing down substantially when many enemies are on the screen simultaneously.  Slowdown is ok sometimes in shmups but the slingshotting between very fast to very slow to very fast again just makes it an absurd proposition to play the game.  Imagine 10 fireballs coming towards you at faster than normal speed, and then one second later they are crawling toward you, and one second after that they are coming at you again faster than normal!  It's not very fun to play this version of the game!

    PXL_20240419_211224792.jpg

    • Like 2
  9. 5 hours ago, eightbit said:

    It must have only affected very early (launch) models. Mine was certainly painted.

    Yeah a friend of mine had one growing up and his was quite chipped up even back in like 1999. Certainly some of them are painted.

  10. 7 hours ago, alucardX said:

    Here's a video: https://invidio.us/watch?v=hAWxhRgXDKY&list=PLTYsLUSfI7z7xS0_WGWVsU2ifFZ3Vuj_5&index=2

     

    Seeing it in motion tells a whole different story than those stills. If you just wanted the game play, something could be done similar to how Blue Lightning was done. Maybe some voxel terrain could be used instead of polygons and then do sprite scaling for the objects. The player's plane could be pre-rendered.

    Sure scale it back enough and it's Soulstar or the bonus levels in T2k. I don't really think it would look or feel like the same game at that point though.

  11. This page suggests the manufacturing contract with IBM was a 30 month duration. The article in the page is from July 1993.  The contact probably has all sorts of provisions in it about extensions and events that might result in defaults and cancellation of manufacturing before that term fully elapses, but for simplicity, if it's 30 months going Forward from July 1993, that brings you to January 1996. 

     

    https://www.landley.net/history/mirror/atari/museum/ibm-jag.html

    • Like 2
  12. On 2/23/2024 at 9:32 AM, agradeneu said:

    Well, it did not fail like the Apple Pippin. ;)

     

    At least it was released on mass consumer level, got some third party software support (incl. big titles like NBA Jam) and several of Ataris best releases of all time (Tempest 2000, AvP). 

    The glass is half full. 

     

    On a technological level, Atari challenged the market leaders of Nintendo and Sega, the Jag def. pushed the idea of 3D tech in a home console and video games aiming for a more matured audience.

    All things Sony then pulled off properly with the Playstation. 

    I'd also add that it scared Sega into creating the 32x, so clearly Sega didn't think of it as a joke when it was brand new.

  13. Once upon a time it was not that expensive to collect for Jaguar. You could get a used system for around 30 bucks and games like Raiden and tempest for 30, stuff like cybermorph and club drive for like 10.  This lasted from the late 90s until around 2015.  Many of the forum users here started collecting during that time, as it's enticing to explore these rare systems when cost of entry is just pocket money.  

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  14. 8 hours ago, madman said:

    I'm sure people will be lining up to play those 160x102 res Lynx games on their 65" HDTV. 

    Could put them in a little border window like super Gameboy or using an emulator on PC with a bezel/screen overlay.  That would decrease the size somewhat and also emphasize that these were intended for a smaller screen.  

  15. Could readily piggy back off what the community has done. License a new version of bigpemu that has CD support, utilize the company/molds that were tooled for the pro controllers that starwander had produced.  Umm I guess the actual Jaguar console shell molds still exist too... Wouldn't exactly be a mini system then, but that is another large expense off the table if they are used and available versus making new molds..

     

  16. Jaguar was a disaster by 1995 and Atari knew it.  They were aware how many they had produced, and how many had sold (like 200K systems, which is paltry numbers for making this the sole business of your company).  Sure they could yolo the cash infusion on marketing and hope that their years old system will compete with the new nintendo/sega/sony stuff that everyone is excited about, but the writing was really on the wall that this is a losing venture for the company and by 1995 Atari knew it.

     

    The sega collaboration was never going to amount to much.  This was the outcome of a lawsuit and sega wasn't exactly enthused with this direction.  Memos and internal messages at Atari that have been published in this forum before basically show that Atari was requesting sega's state of the art and best selling stuff like Virtua Fighter and in return Sega was basically saying "here's a list of 5 year old 8 bit master system games that are eligible for porting to Jaguar."

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