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bhall408

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About bhall408

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    Rocket City, USA

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  1. Didn't catch the bit about artifacting being used the first time reading the description... I'm wondering which you (and others) prefer... I got really used to it being off: We just now turned it on (server side) Thoughts? I'm somewhat torn between the two myself! I appreciate the crisp look of the moon and players with it off.
  2. bhall408

    Pengo

    I am terrible with on-screen controls. That would actually be great. I think it might help Popeye too. Would this only work if the game was embedded in the Argon release, or would it work for my nightly builds? We use a SHA or MD5 hash of the ROM as a lookup against our server side meta-data for matching purposes. We index on both SHA and MD5 as Google Drive has nice native support for MD5. We have meta-data for a few thousand games at this point. So a game doesn't have to be served up from Argon to benefit from the meta-data, but it does have to match the hash we have for that particular set of meta-data. That works fine for released games, but obviously not so for games in development, where the hash is going to change every time you do a new build. We have an internal mechanism to provide game specific data in a parallel JSON file, but that is not exposed for BYO/side loaded games. At least not yet I'll take that feedback back... In the meantime, if you would like us to give 4-way digital a try on Popeye (that is final, correct?) let me know and we can make that happen. (the other values that would be good to have are release date, update date (if it had a subsequent update), developer name, publisher name (if applicable). For the poster/thumb-nail, we can auto-generate one if we have the file, or you can provide one)
  3. bhall408

    Pengo

    I've tested it in Argon, both the TIA and POKEY versions work fine (it supports POKEY, and does it in stereo) If you know it only ever uses cardinal directions, we can set a flag on the server side to make it play with a 4-way stick instead of the default 8-way. On the high score screen, I think I would have expected up to increase the character rather than down, but that may be just me Brian
  4. We're in the process of adding support for light gun games to Argon... Initial support will be for touch devices (phone, tablet, chromebooks with touch screens), and Atari 8-bit for the console (after that, we can do the same for 7800 and other systems). Any developer that has done their own existing light gun game, or is working on a new one, and willing to share their game with us (privately) for testing should PM me so we can test against it and provide feedback/work out any issues together if needed.
  5. For consoles/systems that had a serial port, you could do debuggin output in your code to that. I'd done that back in Lisa/Mac Plus days. Along similar lines, I could see it making sense to have an emulator support console debug output, as a similar way.
  6. Anyone using a Mac as their development platform?
  7. On my Intel Mac running 10.14.x, I don't see the problem. So possibly it is related to changes in Mac OS since then?
  8. No. MIDI hardware is based on serial IO (like a modem/RS232 port), and then MIDI (the protocol) defines the data send/received that controls how the instruments talk to each other. The correct hardware just prepares the microphone input to be read by the paddle port as an analog value, same as a paddle would be.
  9. In Argon, we're currently supporting an 8-way digital stick, a 4 digital way stick (for maze games, such as Major Blink, also works great for Overflow) and a 2-way digital stick (for "shoot and scoot" games like Galaxian and Space Assailants). The 2-way stick will show up in the public beta we'll be posting today or tomorrow, and is implemented for Space Assailants 2121. The 4-way and 2-way controls really make a positive difference in gameplay for the games where they are most suited. We have this set in the server side meta-data for each game, so no need to worry about how to do it -- we've already picked. We have an analog control we're not quite happy with yet (when ready, that will be the best for direct location positioning games, such as Missile Command style), and will also be doing a paddle (analog 1 axis/horizontal) for breakout/warlords/kaboom style games.
  10. A microphone connected to the paddle port via a simple circuit... You'd then use an app on the Atari that would sample the circuit to a buffer in memory for playback or saving to disk. Here is a shot of the app I'd done...
  11. It seems to be an old version of SpartDOS. However if you mount the disk, but not boot from it, you can run the MENU program as well as a one of the sampled songs which was done as a .BIN application rather than a raw .MUS file. I didn't find the player type app shown in the initial post on the ATR.
  12. That seems to be the data files, but not the app shown in the youtube video in the first post of this thread... Did I miss something?
  13. The 2-way digital stick for "shoot and scoot" games has been implemented in Argon, and will show up in the next public beta later this week...
  14. Two gameplay videos have shown up over the weekend on YouTube... ATARI 8 BITS FOR EVER: and AtariTeca:
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