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About MaxZorin

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    Combat Commando
  1. Thanks for this! It's perfectly done conversion. One of my favorite game. Back in the day, I have always regretted that Atari version of JSW is not the same as that one on Amstrad & ZX.
  2. You recreated GTIA in CPLD so, why not to take sprites ("players") logic, make "ctrl-c, ctrl-v" to have 8 sprites, all 8-pixel wide?
  3. Is it possible to add some fancy stuff? For example, expanding "missiles" to "players" or making a "color map" in text modes (let's say, background color could be taken from the color map).
  4. "half-brite mode" - no "digital samples for audio" - no. I meant new version of POKEY with filters: low-pass, band-pass & hi-pass. With programmable cutoff frequency level and resonance level. Envelope generators also would be useful. I meant just a complete synthesizer, like SID.
  5. Hello, this is my first post I always mused "what if" Atari released a new hardware 8-bit somewhere in the mid 80's! That's why I really like this project. If it was "my" project: CPU: 32x speed is acceptable, even 16x is enough. ANTIC: twice the resolution of graphics modes is acceptable. I am also thinking about "bitplanes". For example, a two independent "ANTIC-5 plus" modes (320x192 overall screen resolution). Independent scrolling and 4 colors per char. Can be combined into one bitplan, so it gave us 16 colors for chars. GTIA: max. 4096 color palette, with a little "twist" - I mean not very accurate representation of RGB, which would bring the "character", which original Atari and other 8-bit computers had. Let's say, 64 colors with 64 shadows. More sprites. Hi-res sprites! RGB scart or video composite is ok. Yes, CRT does add a lot to nostalgia trip. POKEY: more channels plus kind of new features for Atari: PWM modulation and two (digital) filters (with LP, HP, BP modes)...
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