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Kjmann

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Posts posted by Kjmann


  1. As some of you may remember I was working on an S-Video Adapter for the ST series of computers a few years ago and had a lot of trouble with it. well a couple of months ago I Started working on an Amiga Component Video adapter. I was successful. So After Dinking around with the design a bit and after adding two extra circuits to the design, Today I finally got a beautiful Component Video Picture with a Standard ST (NO RF MODULATOR REQUIRED!!!)

     

    Will work on all Atari ST, STe, TT (With 13pin Adapter), Falcon (With 13pin Adapter) Systems.

     

    I will upload a youtube Video of it in action (Using My Webcam) later tonight and Post a link here.

     

    =)

     

    Sal (Kjmann)

    • Like 1

  2. Unfortunately, Radek is not here any more to help you with this issue. If you can make use of RMT's source code, there may be a way to get it from Fandal, who has much of Raster's stuff at his disposal.

     

    unfortunately I'm not a coder. but may fandal had some ideas. I'll ask him. Thanks for the Suggestion PG.

    =)


  3. I don't know of any such tool, but maybe the .TXT export feature of RMT might be helpful?

     

    well the txt export doesn't have any relevant data in it that I can see. I wanted to convert my RMT files to MOD so I could make amiga/STe versions in protracker. thought that would be cool.


  4. Is anyone aware of any windows program that can convert a RMT (Raster Music Tracker) song to an Amiga MOD. I know that RMT can import these files, but would it be possible to get a program that will convert them back (Minus the instruments of course). just need it to convert the Tracker info and instrument assignments. a person could add the instruments after the conversion.

     

    -Kjmann

     

     


  5.  

    This is (probably) not going to happen. Biggest issue is that bankswitching on extended memory is a 16K window, and bankswitching with cart is 8K window. So with bankswitching on cart you have 8K more for a fixed part of code.

     

    So even when the code will be re-compiled with bankswitching on extended memory there is still that problem, which I'm not sure there is space for or not.

     

    Absolutely Right. This game is too big for an XEX and it would take several floppies to make it work on Disk. it's just not practical and will probably net get converted.

     

    Conrad: Buy a maxflash 8mbit cart and use it on that. it's what it was made for dude.


  6. You know it. :) I was always very impressed by the picture quality from the s-video boards you used to produce, and I still have a couple. I'm interested to see how far quality can be pushed with a Y/C signal.

    Ok. As soon as i get them all put together, i will send you one.

     

    PM me your address to ship it to

     

    =)

    • Like 2

  7. I remember that KJMann said that his mods kills all artifacting.

     

    That's correct. when one of my old video mods are used in S-Video mode, The artifacting is lost.

     

    I'm almost done with a new video upgrade that is a board that plugs directly into the GTIA socket. It uses the Fairchild FMS6400 Video Driver IC. if all goes well, it should produce a clean S-Video Signal as well as a Clean Composite Signal and be easy to install.

     

    I've found if I use a Resistor and diode to bleed a little bit of the chroma signal into the Luma Signal, using a switch to turn this on and off, I can get the artifacting effect while using S-Video.

     

    Hey Flashjazzcat, Are you interested in testing one of these?

    • Like 1

  8. I have to say in my opinion, almost any 8-bit machine (Be it colecovision, C64, atari, or even the NES) has major character. I love that era.

     

    It's kind of like the Chevy 350 or Ford 302 Engines from the 60's. They have brought out new and higher powered engines since then, but none of them had the versatility or fun factor of those early designs.

     

    (Even though I mentioned the other companies Machines, Atari 8-bit is of course my favorite)

     

    =)

    • Like 4

  9. Here is a ZIP if several games that we did some fixes on when we had the online store.

     

    some of the things we did were minor changes and some major fixes.

     

     

    Centipede - Added Smooth Trac-Ball Control Routines. "Control - T" to Change between Trac-Ball to Joystick.

     

    Donkey Kong - New Sound And Music, Reworked Collision Detection.

     

    Feud - NTSC Fix. (We did not fix this someone else did)

     

    Lode Runner. - Full Raster Color Version. No Artifacting. (We did not fix this someone else did)

     

    Mario Bros. 16K version - Someone Else Reworked the Graphics on this, We just changed the title screen music to the original song.

     

    Midnight - Re-Translated Instructions and Story Text.

     

    Sinistar - Minor Improvement on AI for the Bad Guys

     

    Tapper - Minor Fixes in the joy routines. this version also works properly on Multi-Carts

     

    Thunderfox Disk Version - Fixed for NTSC

     

    Vanguard - I don't Remember what we had to do to this. =)

     

    Warhawk - Fixed For NTSC

     

    Xevious - Final Version for A800

     

    Special Thanks To: Peter Meyer, Fandal, Perry, And Tim For all the work they put into these.

     

    Enjoy!

     

     

    AGG Releases And Fixes.zip

    • Like 20

  10. Was the 5200 version just a lazy port of the A8 version? If so, then that probably explains the differences. The CV version was just made later and more effort was put into it.

     

     

    The 5200/A800 versions were identical. only the controller routines were changed (For obvious Reasons).

     

    Colecos version looks better because Coleco had a higher resolution, 256x256 sprites available, and a Z80 Processor running at 3.58 Mhz. Colecos major down fall in my opinion is the controller signals. unlike the Atari (Which used a 5 volt DC signal to indicate a movement/button press) the Coleco used a Pulse Signal (Kind of like an old rotary telephone) to send signals on movement/button presses. This cause the controllers to be rather unresponsive as it had to wait for the pulse signals next pulse to send before it could react.

     

    This is why the Atari versions have better playability.

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