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Everything posted by Thomas Jentzsch
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Atari RGB Light Sixer Repair
Thomas Jentzsch replied to ZeroPage Homebrew's topic in ZeroPage Homebrew's Discussion
Not necessary. If they are not visible in these two ROMs, then the glitches are definitely gone. Looks like the mod or one of the parts you replaced caused the problem. Which means it was not the TIA. Interesting... -
Correct. I just committed a fix.
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We improved paddles in R77 (fixing problems as good a possible), but we didn't get much feedback. So I am not sure if they work well for everyone.
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2020 Harmony Games Round 3- Amoeba Jump
Thomas Jentzsch replied to Dan Iacovelli's topic in Atari Video Club's Harmony Games
No problem. Thanks for the point. -
A Micro SD is included, because the console needs it to load its operating system and emulator. Meanwhile the R77 version has been updated to be in sync with the usual Stella release which you can find on the Stella download website.
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2020 Harmony Games Round 3- Amoeba Jump
Thomas Jentzsch replied to Dan Iacovelli's topic in Atari Video Club's Harmony Games
6453, not enough time for practice. -
OK, so for Hue it makes sense to change back to 1%. How about the other ones?
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Now you confused me. I thought the problem is not the adjustment steps but that yellow changes when adjusting the phase shift.
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Thanks for the input, I will look into this for the next fix release (6.2.1). As of now, I only wanted to emulate the tint pot of the 2600. But I have created a new Stella issue for future enhancements. The hue adjustments are moved from the Blargg TV effects. I just double checked with Stella 6.1 and there the effect is identical to the one you describe above. So at least this is no regression and only more obvious due to better accessibility now. To fix this I would new some help. I can provide you with the current formulas. Maybe you can help me improving them?
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There are two reasons for the change: A difference of 1% is not noticeable When using the keyboard, you can adjust faster with larger steps
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Don't worry, eventually I will return to the game.
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Atari RGB Light Sixer Repair
Thomas Jentzsch replied to ZeroPage Homebrew's topic in ZeroPage Homebrew's Discussion
It has a PF color timing glitch and maybe (not sure) a PF timing glitch too. The color timing glitch can be seen in Quick Step! (see left edge of 3rd platform column) and the PF timing glitch in Pesco (see PF column left of score). James was wondering if that might have been a result of the mod. Examples (I hope Stella emulates the glitches correctly): -
Atari RGB Light Sixer Repair
Thomas Jentzsch replied to ZeroPage Homebrew's topic in ZeroPage Homebrew's Discussion
...all its glitches can still be used for testing. 😄 -
Atari RGB Light Sixer Repair
Thomas Jentzsch replied to ZeroPage Homebrew's topic in ZeroPage Homebrew's Discussion
Good job! After all the fixes at once, will we ever know what was wrong? -
Atari RGB Light Sixer Repair
Thomas Jentzsch replied to ZeroPage Homebrew's topic in ZeroPage Homebrew's Discussion
I wonder why James never used the feature to get rid of his reset problem. And the pause function seems like another nice to have on some games. -
Stella 6 on the R77: the eagle is landing
Thomas Jentzsch replied to DirtyHairy's topic in Atari 2600
AFAIK there is only one version existing. -
Ah, my bad. Thanks for the link. Now it works. 👍
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I know, but I need the very latest version, which includes some extra changes.
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Somehow my computer doesn't want to build DASM and I don't want to change my setup risking to break other projects. Can anyone create a DASM Windows executable from the latest source code for me?
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I know. And now that I know that I can do 11 invaders, I know that I could do a very faithful version of Space Invaders. But I like working within constraints. One constraint is the 2600 itself, and the other ones are ROM and RAM used. Also, when you remove the limit, the games tend to become larger and larger, with more and more bells and whistles. Which is fine and I have done that in the past. But IMO Space Invaders is a pretty simple game, which would be more fun developing when done within very little memory. Maybe I could try a 4K + SC RAM version.
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Attached is a demo which shows the bunkers and how they are destructed. Ignore all errors of the invaders, these got fixed in a different branch. TomInv (shields).bin
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I reduced the shields to 3 and compressed the damage into predefined, overlapping pattern. That reduced the memory to 12 bytes.
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Regarding the shields (since James mentioned them in the show), I wanted them as large as in the arcade instead of having four tiny ones. These large shield either require a lot of RAM (which is already used by the self-modifying invaders kernel) or a lot of CPU time (the red area in the attached screenshot) when you try to (un)compress the shield damage from/into less RAM. So you have to disable the shields way before the invaders get down to them. No good! With extra RAM this problem could be fixed easily, but my goal was to stay withing the limits of the original 4K Space Invaders game. Maybe eventually I should my mind and come back to this using extra RAM?
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Atari RGB Light Sixer Repair
Thomas Jentzsch replied to ZeroPage Homebrew's topic in ZeroPage Homebrew's Discussion
The hammer must be extremely useful in certain situations. The (mini?) DIN connector layout and the SCART adapter make me wonder if the mod is somehow "German".
