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highinfidelity

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About highinfidelity

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    Dragonstomper

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  • Custom Status
    Selling water by the river
  • Gender
    Male
  • Location
    Torino, Italy
  • Interests
    Fine art photography, cycling, alpinism and ski, Progressive Rock, XVIII century military reenactment
  1. I have tried AAE. It's a very very nice "fair attempt" at trying to emulate more accurately vector games. Unfortunately it's a project that, as far as I see, has not been any longer updated since years and years, and now it shows. The window is hard-set to a fixed dimension, and it isn't even completely shown on contemporary 16:9 ratio screens; the bottom especially goes off-screen and is partly covered by the bottom bar. (As a side note, while I like 16:9 screens on TVs, I think that PCs and laptops with 16:9 screens are an offense to IT specialists and workers, and also to photographers, and last but not least also to classic gamers. However there's not much to do about this, as in the last decade I don't remember seeing any longer laptops with a 4:3 screen ratio). As the arrow pointer disappears and mouse control is completely taken over by AAE, there's no way to resize the window by pulling the corners or clicking buttons etc., or at least I couldn't find it. Unfortunately the "newer" ROM set is needed, or at least it is so with Asteroids. What a pity that this nice software is no longer being developed! I almost forgot to mention that the sound effects of Asteroids in AAE are even more terrible than in MAME: a chilling "pew pew pew" sound that compels you to leave those asteroids alone. But at this point it's clear that the inaccurate sound emulation in the older MAME releases accidentally added much to the pleasure of firing, at least according to my taste.
  2. Thank you, I will definitely give it a try and see if I can manage it to work. I have to say that when I really want vectors, rescaling, dot glow etc. I go back to my cute and beloved Vectrex. There actually is quite a nice port of Asteroids for the Vectrex, made by John Dondzila at some point in time, but it would need a bit of further tweaking, especially concerning the (crazy) speed at which the asteroids move at the beginning of each screen. But last time that I have written to John, it seemed that he had lost interest in game porting and switched to some other hobby/work, so I suppose it will stay "as is". However, although imperfect to some degree, it's still very playable and amusing!
  3. Thanks for pointing me to that website. I would have never taken that page seriously, not even to mention download anything from it, if I hadn't been guided there by an experienced fellow. The lousy "feeew feeew feeew" sound it's still there, but judging by this video of (supposedly) the original hardware, it seems that this might indeed be the correct sound effect. What a pity, the incorrectly emulated sound was much much cooler than this. Does anyone perhaps know which is the last version of MAME GUI that supports the "old" ROMs for vector games? I think I might try it, and see if it plays the ROMs that I have, while at the same time the sound wouldn't crack and pop with raster games.
  4. I actually think it's the latest "stable", non-in-development version. If you know of any more recent "official" release, and where to download it from, please be so kind to post a link.
  5. Thanks for your reply! I'm comparing MAME32 V0.53 and MAMEUI64 V0.143, for what it's worth. I remember the sound samples thing, as they were another annoying bit you had to dig the internet for, or some games would stay mute. But Asteroids didn't need sound samples in MAME32: I checked the folder and they're not there.
  6. Dear fellows, first of all happy Easter to all of you, I hope you're all safe and in good health, and the same for your relatives and friends. I went through the lessons of "the good MAME user" in this thread, and although I understand the points, I have to disagree and stand among those who think that MAME is a marvel but the organisation of software and realated stuff is unfortunately a nightmare. 15 years ago or such I downloaded a 32bit version of MAME with GUI, and although I was happy with it, the sound crashed continuously on some games. I asked about this issue, possibly here or maybe elsewhere, and also tried to contact the developers, but the common answer was that it was my hardware's fault and nobody really dug the issue. Fast forward to these days. I have been given a 64bit architecture laptop, so I thought to copy all of the MAME files and see if the crashing sound would go away on a completely different and much newer hardware. To my highest surprise, the crashing sound is still there as usual. So it was and is a software problem, full stop. At this point I thought to see if a 64bit of MAME with GUI was available, and indeed it was. I tried it, and sound finally doesn't crash and crackle with this one, but what a "nice" surprise I had when I've found out that *all* and I repeat *all* of the vector games' ROMs no longer work! As when I have a problem I usually find out that many others had the same problem before me, I performed a search and found this thread. I read the "manual of the good MAME user" incorporated in it, which recommends to trash the whole collection of ROMs it took a lifetime to put together, and download "from somewhere" a new full set of the "new" ROMs that match the version of MAME you are using. Too bad that whether the "new" ROMs match or don't mach each specific version of MAME is written nowhere. Also, it's exactly the opposite of what I'd like to do, as I put together just a bunch of ROMs corresponding to the games that I like to play, and I accurately avoided so far to clutter the ROM folder and available games list with useless stuff that I dislike. Well, enough said. I rolled up my sleeves and began tracking once again the supposedly "new" ROMs of Asteoids, to replace those that I already had since decades. After having put them all into a .zip file, the game now works also with the 64bit MAME GUI, but the sound delivered is completely different than before. The shots were a terrific and cool "puw puw puw puw", now they're an itty bitty and uninspiring "ziiiing ziiiing ziiiing ziiiing". Which one is correct? Is there any way to improve this "new" horrible sound effect? Aside from that, should perhaps any pious soul find the time to separate only the .zips of the "new" vector games ROMs and pass them to me saving a lot of search and time, I'd be very very grateful and thankful.
  7. Well... I went back to the game and in absolutely NO WAY I could have it behaving once again in the way that I described above. So, gentlemen, please excuse the completely useless thread. I have no idea about what happened, my only guess is still that I accidentally "fried" the 2600 and although the game would work the random number genaration algorithm happened to be messed up. Thanks everybody for the respective input, it has been a pleasure chatting about this great game anyway!
  8. Well, now that's some replies!!! 😁 Long live Seaquest!!! No, I don't see it happening in the video you posted. They cross each other coming from both directions as I would expect them to do. Only thing I can add is that I play a NTSC cart on a 2600 unit that was sold in Europe displayed on a PAL TV, with wrong colours etc. but I suppose it shouldn't make any difference. The position of the difficulty switches also shouldn't have any influence on the way in which the enemies move, or at least the manual doesn't mention this. I actually have to see if this whole thing is going to happen again the next time I play; I am now wondering if I "fried" the cart just by chance and had it behaving in that weird manner at higher stages. It possibly is so. In case, I will record a video. Coincidentally, I have also just purchased an International Edition of Seaquest at a local thrift shop and I'm also curious to see if it plays all right.
  9. Well, thanks. I suspected since the beginning that all that work to have the switch disassembled (and the case and stickers damaged while on the task...) was completely useless, internet garbage copied and pasted over and over. Will check the power supply unit. I think a good test would be to let the power supply alone pre-heat, and then turn on the cold Colecovision and see what happens.
  10. Thanks! I know very little of disassembly, however I looked at the code. Frankly, I didn't find the answer; the only code block that seems to refer to the motion of the enemies may be these three lines: lda randomSeed ; get current random seed value and #OBSTACLE_HORIZ_DIR_MASK ; keep D4 value ora tmpObstacleAttributeValue ; combine to set obstacle direction Should be more or less random. It is beyond my comprehension why at a point all "obstacles" move from left to right as a fleet. As a side note I am (negatively) impressed by getting only one reply to this thread: Seaquest is among the best games ever written for the VCS in my opinion, and I thought that many fans would join the discussion.
  11. Ten years ago or so it was common belief that a Colecovision displaying graphic garbage at startup needed to have its ON/OFF switch contacts cleaned. It didn't make much sense, but I did it nonetheless as it was suggested by many, I damaged the case and the stickers while doing so, and the problem seemed indeed to be gone for one reason or another. During Christmas I plugged in again my Colecovision after a long time in storage, and the garbled graphics are there again, but I'm definitely no longer persuaded that the ON/OFF switch has anything to do with it. If I just let it turned on for few minutes, after this "warm up" time the garbage is gone, which makes me think that there is some component that is out of tolerance but performs "well enough" after some warm-up time. Perhaps a capacitor or a resistor, or the whole power supply, who knows? Has anything new been written about this well known problem in the last years?
  12. Activision's Seaquest is definitely amongst my Atari favourites: it has the perfect blend of difficulty progression, average playing time and fast shooting action that sum up to make a fun game. I think we already discussed about the way in which enemies move in a remote past, but I can't find the old thread, if it existed at all. The point is that at the beginning of all stages some enemies move from left to right and others from right to left. But then, from one point onward, I find myself with all enemies moving from left to right of the screen, which is a bit head-spinning at higher scores. I don't get if it's just the way in which the game is programmed, or if I'm missing something in my strategy. I also read again the booklet of the game, but this aspect is not mentioned. Is there anything the gamer can do in order to have the enemies moving more or less 50-50 in both directions?
  13. The problem with me is that I would use an emulator on smartphone only while commuting on trains, so bulky or unstable controllers don't fit my needs. Here is a review of ten Bluetooth controllers. The bigger ones fit to the phone but are bigger than the phone itself and I would never carry them with me. The smaller ones are really cute but the phone won't dock anywhere so they're useless in situations in which there isn't a table or such where the phone may be supported: https://www.phonearena.com/news/10-game-controllers-for-smartphones-and-tablets_id39901 About hardware (non-electronic) solutions, there are things that attach to the screen and turn the non-tactile controllers into tactile controllers. These ones are attached by means of suction cups. I ignore if they work fine, has anyone tried them? https://www.banggood.com/Mini-Fling-Joystick-Game-Controller-For-Android-Smartphone-iPhone-p-951552.html These ones are based on the same principle but they have the shape of a joystick and a fire button: https://it.aliexpress.com/item/Mobile-Game-Joystick-Fisico-Fling-Joystick-Touch-Screen-Rocker-Smart-Phone-Gamepad-Per-Android-iPhone-Phone/32837571894.html These ones also have the shape of a joystick. I ignore how they are attached to the screen, but the ad says they're repositionable so I guess it's not adhesive tape: https://www.dhgate.com/product/wholesale-new-funny-joystick-joypad-arcade/404150390.html Did anyone try any of the above? Any comments?
  14. *REBUMP* after four years! I had to change the smartphone and passed to a Backberry Priv. Is there any substantial news about classic gaming on Android phones, especially concerning phisical controllers? Any substantial improvement of MAME for phones? Is it worth trying to re-install?
  15. Unfortunately that doesn't suprise me, as the whole videogame industry (but also the music industry, and also the movie industry, and also...) took an unbelievably hyper-violent turn after the mid eighties. And I actually have many things against violence in videogames (and in music, and in movies, and in...). And quite obviously the problem is not violence per se (if we stretch, also Outlaw is violent...) but it's the way in which violence is shown that is spine-chilling. I can't really find anything amusing in people burned alive. Actually, it recalls me of my grandad who happened to be recruited in the flame-thrower corps during WWII and had nightmares for the rest of his short life. Nothing to have fun with, really. And basically the reason why I have progressively completely lost my interest in videogames, except for the few rare smart gems that surface occasionally (Puzzle Bubble, Sega Rally and amusing things like these).
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