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Great Hierophant

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  1. Did you try any if the [f1] or [f2] ROMs from Goodgen v3.21? I think they may work.
  2. Apple-brand auxillary cards come in three varieties. First there is the 80-column card : It only has 1KiB of RAM, enough for 80 column text but nothing else. Second is the early Enhanced 80 Column/64K Card : It comes with 64KiB of memory, which is required for Double High Resolution Graphics. Double High Resolution Graphics needs the leads at J1 connected for it to work. The jumper is there for owners of early Apple IIe motherboards which did not have the capability to use Double High Resolution Graphics regardless of the memory expansion in the auxillary slot. Finally came the "late" or "compact" Enhanced 80 Column/64K Card : This card came pre-installed in Apple IIe Platinum machines. It has the jumper permanently installed.
  3. I watched this video with great interest, but there were a lot of annoyances in it and misleading statements: First let's get the annoyances out of the way. The video shows how the studio was setup for Mechner's talk, but the main background computer is an IBM PC. Mechner is talking almost exclusively about development of Prince of Persia for the Apple II, which was the original development machine for the game. They have the wrong machine in the background! Moreover, Prince of Persia is almost unplayable on an IBM PC, despite being almost invariably more advanced than even an Apple IIe Enhanced. Additionally, at several instances in the video, footage from the Apple II version is shown but Adlib music from the PC version is played. The Apple II version was limited to clicking the internal speaker, it did not support sound cards but you cannot expect a casual viewer to know that. Now those flaws are solely on the producers of the video, but let's turn to Mechner's comments. "At that time the Apple was the #1 game plaform" - Debatable in the early 1980s when Karateka was first being conceived, but defensible if you add the word "computer" before "game". By 1985 when Mechner first started developing Prince of Persia, the Commodore 64 would have been a stronger contender for the #1 computer gaming platform. "[The Apple II] only had four colors" - This statement is true only if you limit color to exclude black and white and ignore the 16-color capable Graphics and Double High Resolution Graphics modes. Mechner used purple and green very seldomly when Prince of Persia's used High Resolution Graphics mode, which is the only mode in which gameplay occurs. He did use Double High Resolution Graphics mode for the opening title, credits and title captions (5 screens). "Everything had to fit into 48K of memory" - Only on an Apple II or II+ without a Language Card. Karateka ran in 48KiB Apple II and II+s, but Prince of Persia required 128KiB of RAM. The video make not make it clear that Prince of Persia loads levels from a floppy disks, copying the data from the disk to RAM, so the whole game did not have to fit in 48KiB but 140KiB x number of disk sides used. Even Karateka loads only a portion of itself at any given time. Prince of Persia used both sides of a floppy disk. "I found a way to take 12K of memory that was hiding in the Auxillary Memory Card of the Apple II" - The idea that some memory was hiding from a programmer so familiar with the Apple II platform is ludicrous. The Apple II, even the IIe and the //c were very well-documented machines. It is true that they had a fairly Byzantine approach to memory mapping (required for backwards compatibility), but the intricacies of the bankswitching should have been well-known before 1989. Prince of Persia requires a 128KiB machine and not just because it supports Double High Resolution Graphics. Even though the gameplay was limited to High Resolution Graphics, the game ended up using almost every byte of memory available to an Apple IIe with 128KiB of RAM according to Mechner's Prince of Persia Technical Information document : http://www.jordanmechner.com/downloads/popsource.pdf What I think Mechner meant that the 12KiB was "hidden" was not that he did not know about it, 12KiB being way too large to hide, but hidden in the sense that it was tricky to use and therefore unavailable without a great deal of effort. The area I believe he is referring to is the 12KiB provided by Language Card functionality on the Auxillary Memory Card, which requires bankswitching on top of bankswitching to access.
  4. The original Sega Power Base Converter works with the Mega Sg and DAC to support the 3-D glasses.
  5. I tried Sewer Sam on the Mega Sg and it seems to play back the speech samples correctly. Only Squish 'Em has the issue of the speech being drowned out by the high-pitched noise.
  6. Update : The seller informed me that he had both the French and English versions The French version had previously sold and he forgot to update the image to show the English version's title screen. So much for that "mystery."
  7. That eBay disk is even more curious. You can find a fully translated French version with the title screen shown in the auction in Asimov FTP at /images/non-english/french/misc/On-Line Systems - Mystery House (in French) cracked.dsk
  8. This is the first release card for Mystery House : This is the second release card for Mystery House : This is the original title screen : However, this particular screen was taken from a disk (4am crack) which gives a Coarsegold address. When Ken and Roberta Williams first published Mystery House, they were living in Simi Valley, 250 miles south of Coarsegold. They moved to Coarsegold soon thereafter. This came seven years later : There is a screen of text in between these explaining this game was being released for free by Sierra. So what is this : https://www.ebay.com/itm/Apple-II-1980-Mystery-House-Hi-Res-Adv-1-By-On-line-Systems/112642669552?hash=item1a3a06bbf0:g:X2YAAOSwvflZU0SU That Mystery House being sold on eBay appears to have the title screen was rearranged to include "V.F." (version francais). The in-game instructions were not translated, but presumably the in-game text was. I've asked the seller to confirm. I think the game probably came with an instruction sheet in French. The translation was based on the original version with the Simi Valley address given in the instructions. I also believe that due to the paucity of playing information on the blue cards that came with the original releases, that the instructions were always in the game. The playing information contained in-game would be contained in paper booklets accompanying later Sierra Hi-Res Adventure titles and did not need to be repeated in-game. I have never seen a title screen displayed for the next games in the series, (#2) Wizard and the Princess, (#0) Mission Asteroid and (#3) Cranston House, except for pirate and later budget releases. #4 does have a title screen, but it is just plain next and no color unlike Mystery House.
  9. Yes, I got it the wrong way around, the cartridge version has a 1983 copyright, the bios version has the 1986 copyright.
  10. Pitfall does not have "an extra music chip" or extra RAM, its a bog-standard 4K cartridge. Pitfall 2 has the DPC chip, which generates the values needed to be fed into the TIA to make music, assists with drawing graphics and has random number generators. The reason why Pitfall's sound effects are mostly silent mus lie within the components of the 2600 core, not unsimulated cartridge hardware.
  11. It is not present in any released firmware, official or JB.
  12. Is the woz1 format supposed to be huge? AppleWin complains that the file sizes are too big, and these images run 916KB or so. The woz-a-day releases rarely are larger than 230KB.
  13. This video explains why classical music by composers who have been dead for centuries can sometimes be copyrighted :
  14. The full version works just fine with the Mega Sg, as I demonstrate here :
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