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MemberAtarian

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About MemberAtarian

  • Birthday 01/24/1987

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  • Gender
    Male
  • Location
    Adony, Hungary
  • Interests
    Atari 2600 homebrew

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  1. https://github.com/MemberA2600/Fortari2600 I added English translation back then to the manual scripts, but since as an Eastern Europian, it's not that easy for me to release a game (it's really expensive and the market is based in the US, so there are shipment costs as well). I was tricked by a Polish publisher and dumped after three years of working with games and graphics, so I decided to make a new development framework for the VCS first, which is a going on project since 2020,takes a lot of time. Also I want to design an Adlib based sound card for the VCS with Input reader for peripherals, so my games would be more interesting and appealing. I got an LPT Adlib card, made a player for it on Win and also a midi converter to Adlib, so on the sw part, it's ready to go. Some of my friends founded a retro publisher company in Hungary for many systems (mostly Hungarian ones, added the Commodore games since those are really popular in Hungary) and since they know me for a long long time, they asked me if I could redesign my Dystopia game for a release, we will see if Don Daglow or anyone owning rights would give the authority. We will see how it will go. So my intention is going for making better, more advanced games, written in assembly / my own framework, and these bB games are free to use by anyone.
  2. Thankfully, I solved it yesterday in the morning. https://github.com/MemberA2600/Fortari2600/blob/master/src/Scripts/TiaTone.py
  3. Okay, seems like I could solve this on my own. https://github.com/MemberA2600/Fortari2600/blob/master/src/Scripts/TiaTone.py
  4. Maybe this is a better thread for my topic. I would like to make TIA sound emulation for my Atari 2600 development framework. https://www.biglist.com/lists/stella/archives/200311/msg00156.html I used this piece of code, rewritten in python and I managed to get to the point where I got 44100 bits that would, I guess, be a perfect result. My problem is, I saved the result as a wav to test it and it kind of resebles the sound I would like to hear (4 produces pure, 6 produces saw, 8 produces noise), but it's way to fast and weak, way to fast. I guessed the sample I got from the wavetables and polys must be 16bit mono in a rate of 44100. If you could help me what to correct, I would be very thankful. TiaTone.py Channel4.wav Channel6.wav Channel8.wav
  5. Of course I wrote a small asm program that loops through all the important channels to me with gaps, but, recording Stella and cutting the wav out for playback would be too barbaric and only the last possible "solution".
  6. Hi folks. I'm on the way on creating a new development framework for the Atari 2600 (you can see some peek of the development here: ), but unfortunately, I came to a point that I cannot understand. So, I plant to go with the audio editor and for that, I would like the generate the exact tones in the preview section that the TIA can produce. I looked at KK's own kernel, at Stella's, Javatari's code and even tough I understand how shift registers and poly work, I just cannot find out what kind of result I should get in the buffer, is my code working (translated well from C to Py). I attached both where I am right now (TiaTone) and also the also the code of Adam Wozniak from 2003 (wow, I was 16 and in attended high school that time!), this was easiest to me to understand as a source / inspiration. What kind of result should I get in the buffer? My guess is that there should be 44100 (or other freq) 0 or 1, that could be sent directly to the sound output channel, but since I get 0, 4 ot 6 with this code, even the lenght changes. It's not neccessary to be the most precise since the generated TIA data will be opened in Stella, but I would like to add some kind of preview as the user presses a piano button or hits a drum, etc. This is the project on github: https://github.com/MemberA2600/Fortari2600 TiaTone.py More sound source code (was Re_ [stella] TIA Audio Polynomia.pdf
  7. Greate improvement compared to the Doremi version. I really love the jump sound effect.
  8. I tried your game and the idea is really cool, but needs some debuging. I tried clone and I was pretty sure what will be the problems. Only the leftmost missile does damage and the clones are going out through the wall. I think this is a disadvantege, because I get damage for sure, even if it's smaller than normal because one of the clones will be shot for sure.
  9. Mostly I use up 32K of ROM because the music I do takes a lot of space. But my Fortari2600 plans will support only 4-32K carts (with the option of SARA), 64K is really a bit overdoing it. The biggest advantage of 4K games is you can't create buggy jumps while bankswitching.
  10. Sorry, I wrote it wrong, it's called EF bankswitching. And with the superchip RAM added, it should be called EFSC. The other, F4, is the common 32K Atari bankswitching method by Atari Inc., with no SARA added.
  11. I used two of them, the F4 (32K Atari bankswitching) and the FE (64K) with SARA support. I tried to narrow things so Sebastian does not need to create too many type of boards.
  12. I have Sebastian Kotek for designing the boards (he's mostly familiar with the 5200 and 7800) and Jerzy (Retronics, mostly Atari 8bit computer and PC line) for publishing the games. they are both from Poland. The real problem is that Jerzy does not want to use used plastic shells for games, the others are mostly easy to be produced. My last information is that he ordered the mold from China, but the production was held because of the COVID-19 story.
  13. Added manual and latest bins. Abyss0.81PAL.bas.bin Abyss0.81NTSC.bas.bin
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