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CapitanClassic

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Posts posted by CapitanClassic


  1. 1 hour ago, KrAzY3 said:

    I'm not trying to sound rude, I appreciate a reply, but it came with an instruction manual. It didn't say anything about what to do if the start button doesn't work. Of course I've turned it on and off a bunch of time, unplugged and plugged in controllers, tried three different controllers, tried both ports and updated the firmware. Start button still won't work. I guess I can just chalk it up to poor construction.

    Did you read the instructions regarding how to start a game?


  2. 10 hours ago, KrAzY3 said:

    Well since no one responded I just updated the firmware anyway and start button still won't work. I want to like AtGames products but it's just stuff like that that is such a turnoff. I've tried three controllers, I've tried both ports. The damn start button should work.

    Instruction Manual

    http://cdn.direct2drive.com/afz/LegendsFlashbackManual.pdf


  3. 13 minutes ago, roadrunner said:


    It uses joysticks. I haven't played Dog Patch.
     

    That is unfortunate (joystick control). Dog Patch was an arcade port (didn't know this) for the Bally Astrocade.  I believe it was only a two player game. It used the tops of the Bally controllers (paddle) to adjust the angle of your shotgun,  and the trigger fires a shot. The object of the game is to shoot the can that is thrown up in the air over your opponents head to score. The score is based on the number of hits by both players before clearing the screen. 

     

     

     

    • Like 1

  4. The only two Apollo games I owned back in the day were Space Cavern and Final Approach.

     

    Space Cavern was an uninspiring shooter. I would much rather play Megamania or GI Joe Cobra Strike (the graphics in this one felt reminiscent).

     

    Final Approach was actually a unique game concept. It was fun for a limited amount of time, and was a precursor to those mobile time management games, Flight Control/Traffic Rush, that you need to prevent collisions. So someone thought the idea had merit.


    https://en.m.wikipedia.org/wiki/Flight_Control_(video_game)

     

     


  5. 11 minutes ago, keithbk said:

    Apollo gets a bad rap after he tried to force Captain Kirk to worship him and threatened to crush the Enterprise.

     

    I won't have anything to do with him, even if he does cast himself to the wind and say he's sorry.

    People forget how many bad episodes of ST:OS there really were in their 3 season run. Sure there are gems like the Trouble with Tribbles, and The Corbomite Maneuver, but there are so many episodes that feature witches and goblins, or 1920s gangsters, or Spock’s Brain that don’t belong in a science fiction show.

    • Like 1

  6. 6 minutes ago, Al_Nafuur said:

    Yes I had found them already and just finished a first test version for the HSC:
    https://highscore.firmaplus.de/index2.php?game_id=2&game_variant=Standard

     

    If you click a User, you can see all his (best) scores and Activision Patches.

    ArenaFoot’s large homebrew spreadsheet also has a sheet devoted to patch scores.


    https://onedrive.live.com/view.aspx?resid=EBF48A1964E7EEB5!214&ithint=file%2cxlsx&authkey=!ANBrJ6_VZzVCms0

     

    • Like 2
    • Thanks 1

  7. 2 hours ago, Al_Nafuur said:

    cool idea. 👍

     

    Does anyone know a website/list where I can find all patches (at least for the games we have at the HSC) and the scores needed ?

    https://www.atariage.com/2600/archives/activision_patches.html
     

    The link goes to 404 for the high quality scans though. Also on the ZPH show at least one of the scores is incorrect, it shows the Intellivision score necessary for patch.

    • Thanks 1

  8. Not sure exactly what you are trying to do in bBasic. When using the virtual sprite kernel (DPC+), many of the normal sprite control registers don’t work with the virtual sprites.


    The CTRLPF register should only switch the priority of the Playfield/Ball to either be before or after both player/missile sprites. It shouldn’t be possible for you to have one be in front land the other behind. Not sure what the colors have to do with anything? (Are playfield colors use the P0/P1 colors on the Left/Right side of the screen? Maybe those two registers are incompatible (on incompatible in bBasic/DPC+). Combat only keeps the player colors at the top of the screen for the scores, when it gets to the normal Arena Kernel it turns off the Pfield=player color register.

     

     

    from the Stella Programs Guide.

    https://cdn.hackaday.io/files/1646277043401568/stella.pdf

    Quote

    9.0 Object Priorities
    Each object is assigned a priority so when any two objects overlap the one with the highest priority will appear to move in front of the other. To simplify hardware logic, the missiles have the same priority as their associated player, and the ball has the same priority as the playfield. The background, of course, has the lowest priority. The following table illustrates the normal (default) priority assignments.
    Priority   Objects
    1 P0, M0
    2 P1, M1
    3 BL, PF
    4 BK
    This priority assignment means that players and missiles will move in front of the playfield. To make the players and missiles move behind the playfield, a "1" must be written to D2 of the CTRLPF register. The following table illustrates how the priorities are affected:
    Priority   Objects
    1 PF, BL
    2 P0, M0
    3 P1, M1
    4 BK
    One more priority control is available to be used for displaying the score. When a "1" is written to D1 of the CTRLPF register, the left half of the playfield takes on the color of player 0, and the right half the color of player 1. The game score can now be displayed using the PF graphics register, and the score will be in the same color as its associated player.

     

    • Thanks 1

  9. This comes from the Super Joy or similar Chinese knockoff NOAC games. These NOAC systems generally use cheap available parts,  so they replace the proprietary NES connectors with DB9 connections

     

    .pplayer_082.jpg

    • Like 2

  10. 3 hours ago, Al_Nafuur said:

    md5🤔 why should we waste electricity, if we can use id's?

    It probably is overkill at this point.

    Could the PlusCart eventually be used as a way to legitimately verify a high score on a game? I think this is could be a nice feature. The nicest feature so far is the automatic HS tracking with dates/times (I did see someone offer to help beautify the webpage results). With the PlusCart automaticity tracking your HS progress, you can get interesting statistics about your own progress.

     

    The source code is all open source, and unfortunately with the PlusCart in the possession of player/hacker (so you cannot keep private secrets on it), could a HC be verified for a particular game. How do those old MtgClients/Roll20 clients do it to ensure everyone is using the same random number generator when they draw their cards/roll their dice.

     

     


  11. 10 minutes ago, Al_Nafuur said:

    The High Score Club was just a PoC 🤣 and I never planned to modify more than 256 games...

    So if this ever happens we have to find another byte, somewhere in the internet..😁

     

    How about reserving the last id ($ff) to indicate that the two bytes before the last byte define the game id?

    then we would move the problem to the 65535th game..

     

    My thoughts were more along the line of determining if the scores on the HSC were made using the exact same game. This shouldn’t be much of an issue, since most (if not all), PlusCart enabled ROMS are version 1. Do the PAL/NTSC Ron’s have different game ids?

     

    If a bug/update ever comes out for a game though, the high scores for one version of the game may not be applicable to the version 2, as the players aren’t playing the same version of the game.

     

    I initially thought of using md5 checksum (16 bytes), but since the ROM has to hardcore that MD5 into the game and those bytes would alter the MD5 itself, that wouldn’t work.
     

    From the example programs, it looks like the ROM is altered just to write the score and the gameID to some writebuffer, and those bytes are sent to the server. I didn’t see how the rom is altered to report the difficulty switches/game variation, but that must be in there somewhere. Could the PlusCart perform the MD5 calculation itself before sending the HSC up to the server, since it is loading the game ROM into RAM. Where is the documentation for PlusCart HSC support for developers? (didn’t see the link on the PlusCart site)
     


  12. 4 hours ago, Kaboomer said:

    Hey DoubleDown. Love your idea of a multi controller! Your creativity knows no bounds!

     

    Preference is, of course, Paddle controller (versus Driving), but a few other things to consider: (1) I know the paddle and driving controllers have different electronics/HW inside, however, wondering if it's possible to add a toggle switch to toggle between paddle and driving; (2) there are also a few other homebrew 7800 and 8bit/XE games that have driving controller as an option: Super Circus Atari, Arkanoid, Tempest, and I expect a few others potentially being released. 

    Unlikely. Paddles have a maximum range, and a hard stop (I would think to not over stress the potentiometer inside). The driving controllers are free to rotate as much as you want in any direction as their direction is controlled by light emitters and gaps in the plastic rings.


    Pretty sure you would need physically disconnected rotor controls.

     


  13. 1 hour ago, keilbaca said:

    I just don't have the time this week to be able to play as much as I'd need to, to get to the rollage. Rearranging a few rooms, then redoing my gaming/streaming setup in the basement. 

    Completely understand. I didn’t place that well this season due to lack of time (didn’t even roll it during Week3, when I had done it in a previous season). I am happy that the Paper Medal rounds exist for players that get knocked out early.

     

    Heres hoping Stampede doesn’t end up in the final round. 😅


  14. I personally feel that the Star Raiders buttons are overkill, especially if you are adding it for one game. There are homebrews that use two keypads, an excellent Mole Wacking one recently. There are also driving controller hacks by @Thomas Jentzsch, and at least one homebrew, Desth Race port, that use the driving controller.  There might be many more, but I haven't checked the big homebrew spreadsheet.

     

    With the SR buttons gone, you could layout the controls for the paddles/joysticks in a single line. That would look cleaner IMHO.  It would also drop the P2 wiring so you could use an AtariVox for Wizard of War and other speech sample games as well as hichscore/save support. (I believe AtariVox needs to be plugged into the P2 port)

     

     

    • Thanks 1

  15. On 11/30/2020 at 2:08 PM, AtariNostalgia said:

    Hi everyone. I have the original Atari Flashback with 20 games. Is it possible to add more games to it? I can't see any SD cards or USB port, but thought of asking anyway. I've actually never opened the box but saw reviews of it.

    No. The original Atari Flashback is a Nintendo On A Chip (NOAC). The Atari games on it are ports that were rewritten specifically for that hardware. ROMs written for the original 2600 will not play on it. 

     

    Atari Flashback systems that support additional roms are: (some require additional soldering)

    Atari Flashback 2, 8, 9, 10

     

     

    • Like 1

  16. 1 hour ago, freshbrood said:

    In either standard kernel while also using the multicolor sprite kernel or DPC+ kernel, if I have a 20 pixels high sprite but I want it to be all one solid color anyway- is there another way to do that instead of defining a 20 line color table each time?


     

    I don’t believe so. I tried to do that, but it seems that the default behavior (for DPC+) is to require that you define each color line of the multicolor sprite kernel.

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