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About highinfidelity

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    Selling water by the river
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    Torino, Italy
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    Fine art photography, cycling, alpinism and ski, Progressive Rock, XVIII century military reenactment
  1. 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!
  2. 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.
  3. 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.
  4. 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.
  5. 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?
  6. 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?
  7. 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?
  8. *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?
  9. 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).
  10. Yes indeed. I sometimes wonder how is it that none of the many good "homebrewers" we have on board ever managed to complete it.
  11. I agree that the prototype shows a lot of potential. I think it only came a bit too late, in the mid of the videogame crash, and being a port of a sort of "niche" arcade game, probably not a superseller, was cancelled or delayed and then scrapped. It's a pity as Elevator Action is a little great game, if you ask me.
  12. Actually, I think that almost any smartphone has a higher resolution than Space Invaders or Pac-Man. But if more than half of the screen is cluttered by the (unsatisfactory) virtual controls, the room left for the game will obviously be as tiny as a postage stamp. This is almost an offense if I consider that most coin-ops had vertical screens just like smartphones. It should have been a benefit, considered that PCs have 4:3 or recently even worse 16:9 horizontal screens. But the screen space is used so oddly that, basically, there is no room left for the game! Also, I can easily figure that things may look better on the bigger screen of a tablet, but on the other hand tablets are way less diffused than smartphones, so it would make sense to address the smartphones with more accuracy than the tablets.
  13. I think you say so because you can't figure how bad the broblem is. A screenshot may help. The "game" menu is that small rectangular blob of pixels on top of the simulated controllers.
  14. Yes, most of the fault is in the thouchscreen design, which falls short compared to any controller. I have read that new recommendations by Android developers are to remove even the three touchbuttons below the screen in the forthcoming devices; this goes exactly in the opposite direction that a decent gaming experience would require. The other problem (the horrible raster rendering) could be addressed in some way, I suppose, should MAME developers have some time to devote to the matter. But the lack of a decent controller is essential. By the way, my phone actually has a built-in full QWERTY keyboard, but MAME ignores it completely. Perhaps there is a way to send game control to the keyboard, but as said the menus are unreadable and it's totally impossible to figure out how to do it.
  15. I was recently forced to purchase a smartphone (with Android OS) as my previous phone deceaded unexpectedly. Frankly, I've never been a phone geek as I actually consider cellphones and being "always reachable" much more a big big pain (anywhere...) than an opportunity, so I never really kept up to date with phone technology. However, I always figured that these devices, being so "smart", could give great classing gaming experiences. Actually: I took it for granted! Now that I own one, saying that I'm disappointed by this "smart" technology is a huge understatement. First thing that I did was to install the MAME app for android. I want to affirm clearly that I really appreciate what the MAME developing team does (for free!) and that I consider MAME for android a fair endeavour, which must have taken hours and hours of work. However, in my experience, results are such that it is almost unenjoyable. The raster is resized so grossly that both the menu voices as well as the games are horribly pixellated and unintelligible. The on-screen simulated joystick and buttons are - in one word - atrocious. Not only they give a horrible feedback (actually: they don't give ANY) but they also grab so much space on the screen that the game itself needs a microscope to be seen. I'm impressed by how unimpressed I am by smartphones and their apps. Perhaps I took it the wrong way. In general, what would you install and/or do, should you want to play a decent port of - say - Space Invaders or Pac Man on your smartphone?
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