_Fandal_
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Posts posted by _Fandal_
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Excellent work!!
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Hi all!
I want to convert Tower Toppler XEGS proto cart to file version and not only that, I want to fix all known existing bugs to make it fully playable. I started with testing cart dump from Atarimania to assure if the game is really completed. And I have a problem - I'm not able to finish 6th tower from mission #1. I simply don't know how to continue at one point (see the screenshot) as I can't jump to the right. Am I missing something or is there some bug in tower structure? I would appreciate any help from anybody who played TT in A8 emulator or on other platforms. In the attachment you can find save state from AtariWinPLus emulator saved at the start of level (with some additional time
) if you want to test it (don't forget to attach TT rom image).F.
I haven't really played the XEGS version much but if the level layouts are the same as the 7800 version then you maybe the maps for the 7800 version will help.
Mitch
Thank you very much for the link. Layout of the 6th tower is the same so it seems I must do something wrong...
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Hi all!
I want to convert Tower Toppler XEGS proto cart to file version and not only that, I want to fix all known existing bugs to make it fully playable. I started with testing cart dump from Atarimania to assure if the game is really completed. And I have a problem - I'm not able to finish 6th tower from mission #1. I simply don't know how to continue at one point (see the screenshot) as I can't jump to the right. Am I missing something or is there some bug in tower structure? I would appreciate any help from anybody who played TT in A8 emulator or on other platforms. In the attachment you can find save state from AtariWinPLus emulator saved at the start of level (with some additional time
) if you want to test it (don't forget to attach TT rom image).F.
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Super, thanks for the link.
With Tower Toppler, does this still crash at some point or has that been patched already?
I know it crash in bonus level on PAL system. Is this you're talking about?
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Hi Fandal - nice work of late (though my 130XE is in the loft at the moment so I don't get a chance to check these out
)Two XEGS versions of the great LucasArts titles I did are on these threads:
http://www.atariage.com/forums/index.php?s...&hl=koronis
http://www.atariage.com/forums/index.php?s...&hl=eidolon
They're 128K images though and so might not fit in a 130XE,
though there may be ways around that. Could be good to make
these one part loading games, they might then be able to run
from MyIDE?
Regards,
Mark
Are you asking for file versions of Koronis Rift and The Eidolon? Here is The Eidolon (130XE required) but I'm sure if Koronis Rift has been converted as well. Anyway, first I want to convert games available only as cart images. So may be later...
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OK. File version of Battlezone is out and there're only last two 64kB XEGS carts waiting for conversion. So the question is which one I should convert first. Desert Falcon or Tower Toppler?
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Well done Fandal, but I just wonder why it needs 128 kb of memory and the executable is nearly 64 kb.

I said it in another thread already. Original Mario Bros. cart uses continous bank-switching technique and I "just" adapted it to expansion memory bank switching. It is the only possible way how to create file version of XEGS cart I know.
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Great!
(btw - to be continued?
)Yes.
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Hi!
After conversion of Deflektor I'm back with another piece of work. This time I converted light gun shooter Barnyard Blaster... Enjoy!
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I have "All the Rage" Audio CD (Primal Rage soundtrack) created by Jeanne Parson (songs At Stonehenge, Gorge!, Jungle Song, Cavern Claustrophobia, Primal Dance, Himalaya, Volcano, Rock-n-Rage, Beachin', Rage in the City) if you're interested...
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Yes, Barnyard Blaster keeps crashing on real HW.
Strange: I can play it on my XL anyway. Everytime it hangs i enter my "Turbo Freezer" and then, without having changed anything, return to the game, which starts to work again at the point it hung. Maybe it is possible to fix it.
Getting a XEGSRAM-Cartridge seems to be a good solution. Has somebody info, where to buy it? Or can it be selfmade?
Regards,
Beetle
PS: I was just joking with the "howto", i can imagine the enormous work... Thanks you did it!
There is only place where you can find some info about XEGS RAMcart. And I'm affraid it's selfmade only.
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Attached is a ZIP file with the folloing XEGS Cartridges that where converted to files
1. AirBall
2. Barbyard Blaster
3. BugHunt
4. Choplifter XE
5. Crystal Castel
6. David Midnight Magic 2
7. Gato
8. Into The Eagle Nest
Some of these games will require 128k extra memory or more in order to run from disk.
Gato isn't a conversion. It was written for 130XE. And Barnyard Blaster doesn't work on real Atari.
And Bug Hunt "conversion" is crap one as there is a lot of banks with screen data missing. I've done 100% conversion some time ago.
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Yes, someday a device will be welcome. Will be cheaper than buy cartridges.
Fandal, i was thinking about convert a 128Kb cartridge. Im sure Commando use only 128Kb to get playing a level. In a disk version, every level the game should stop and load the data for the next level. In this way it could be posible to convert a 128 version without extra memory. But, its sure this type of conversion needs more changes in the main code.
It seems you folks do not fully understand why these conversions are so difficult. All known XEGS cart prototypes (which haven't been filed so far) like Commando, Deflektor, MidiMaze or really released XEGS games like Barnyard Blaster uses bank switching in every VBI! Deflektor, for example, has one bank for sounds and music, another one for display routines and so on and these banks are being switched all the time. If you don't want to rewrite these games totally from scratch, you must accept the way they were originally written and you must adapt them to another type of bank switching. And that's the main problem. XEGS cart banks are smaller and they're mapped to another memory area than banks of any type of expanded memory.
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Hmmmmmm - We have a USB cart that at the moment has some limited success with flash sticks...........
Maybe a flashstick with a .bin image being passed and run like a cart? I can dream right

I have XEGSRAMcart by C.P.U. and it can handle all XEGS cart images I have. It's great HW but not everybody has it (as I know less than 10 pieces was made) so I decided to convert Deflektor to file version.
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At first: Wow, great work!
What about a "Howto convert XEGS-Cartridges to fileversions for dummies". I'd like to have Midimaze filed to, although i have the cartridge. It may be fun played with human opponents.
Regards,
Beetle
How to convert XEGS cartridges to file version?
Well, you must disassemble whole cart image to remove all collisions between incompatible cart bank switching (XEGS cart has 8kB banks mapped to $8000-$9FFF) and additional memory bank switching (16kB banks mapped to $4000-$7FFF)...
And that's a problem. Big problem. Huge problem.
As I said, I had to make almost 1000 changes in source code of Deflektor and it's only 64kB cart with just seven really used banks. MidiMaze is 128kB cart (16 banks) as well as Commando, Crossbow, Crime Buster or Barnyard Blaster. Moreover, Sunmark is still selling MidiMaze and I guess it has copyright on it.
BTW: are you able to start MidiMaze in multiplayer mode (on any network type) against humans? I'm not...

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YES !!! Commando... but I think you are very tired,... take your time... not hurry
Yes, Commando would be nice.
But it's 128kB cart so any conversion would need Atari with 256kB expansion and converting this one would be suicide for sure.
F.

Tower Toppler almost ready!
in Atari 8-Bit Computers
Posted
Hi all!
Well, it seems I'm almost ready to release file version of Tower Toppler proto cart. Though I haven't tested all levels, it looks very promissing. All known bugs are fixed (even missing animation - see the second screenshot) and it works fine on my real machines (tested on 130XE and 320XE Rambo). Now I want to make the last step. What about adding some colours to the main screen? Tower Toppler logo looks really very ugly in B/W but using some changes in DLIST it can be changed very easy from ANTIC mode F to E (see the first screenshot). So... Any proposals for colour combination? I'm not gfx man so I need some proposals from you! The best one will be implemented to the final version.
There's G2F file with imported screenshot if you care...
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TT.zip