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About nyandeyanen

  • Rank
    Space Invader
  • Birthday 12/31/1974

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  • Interests
    Vintage computers and games
    FPGA design
    Software development
  • Currently Playing
    Blue Lightning (Lynx)
  • Playing Next
    Arc Rise Fantasia (Wii)

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  1. I like the idea personally. I imagine tricky parts might include determining at what point a title would be considered for the paid area, and how the contributing developers are compensated for their work. Would it be difficult to allow a demo to be downloaded and then give the option for purchase of the full version on top of that?
  2. If it comes in a box with a manual, that's what makes it feel like a new game to me at least. I've bought recent commercial games which came in worse packaging. As long as the thinner front material isn't easily damaged once it's made full size, why not?
  3. My PlusCart arrived the other day, setting it up was super simple and it does more than I expected. The website even creates the tar archives for sending offline files to the cart. The only odd bit I found was when changing the font, some ROM lists revert to the original font partially through the list. That's just cosmetic though. All supported functionality which I've tried is solid, and I found myself playing more homebrews due to how easy it is to select them from the menu rather than download and put them on an SD card. I was particularly surprised that saves worked in the Penult demo. Thank you for putting all this together!
  4. This is basically what would be called a doujin game in Japan, unfortunately they generally go without a license and that puts them squarely in a legal grey area. It wouldn't be easy to pursue but I wouldn't say it's completely impossible either, particularly if you can contact Leiji Matsumoto and impress him with your work. Even if Toei wouldn't grant a license for a doujin title you might be able to work with a publisher which had interest in selling your game. I have no idea if AtariAge or Songbird would consider putting their name behind it. (Certainly do not take anything I say as putting words in their mouths!) Or perhaps Blaze Entertainment with their Evercade line, I imagine they'd love to publish an original title for their console with a recognizable license behind it. There are certainly options available to pursue to make the development effort appear more like a larger entity, Blaze in particular is already working with Japanese companies to license games. Whatever direction you want to pursue, if you want help with the language barrier I'll do what I can to help.
  5. Perhaps I should have put forth more effort to live up to expectations, I didn't have a bear rug handy though. Maybe some candles. A new enclosure would look even better to me though.
  6. I can! It's a post-expansion port board with the death grip cartridge guide purchased dead off Mercari, the voltage regulator and caps were replaced and now it fires right up. Plays fine with Rikki & Vikki too, this will be my 3rd 7800 if I can get a case for it. It'd make a great additional homebrew demo system the next time California Extreme has a physical show, even better with a PacManPlus case. I have another UAV kit ready to go once it's in an enclosure.
  7. I have an extra 7800 board which I repaired sitting around without a case, this would be perfect for it! Definitely following.
  8. If you aren't able to now and would like help trying to contact them in Japanese let me know. No guarantees of success, but perhaps the likelihood might be greater.
  9. It's not foolproof but it's intended to. You still need to get the MOSFET and zener replaced at a minimum, it tries to prevent damage but doesn't fix the problem. The Lynx won't power up normally until the power supply components are working as they're supposed to.
  10. I had one come off when I started doing GG McWill installs and had much less practice/gear, at the time I soldered a wire directly to the chip's pin from the bottom of R23. You'll want to be very careful since if you damage the chip it's game over for the GG. The best bet is to cover the pins on either side and maybe the top of the chip with kaptan tape to avoid bridging or damaging anything, and definitely do the work under magnification and a very clean soldering tip, as small as you have. FWIW, all this particular connection does is enable the correct resolution for SMS titles (and the Game Gear titles which are actually SMS titles) but it's worth the tiny bit of wire.
  11. One more bit of advice, which is free and 100% worth the price. Don't take the bait. Ignore it and work on that prototype.
  12. All you need to do for analog sticks is utilize the same interface as the paddles, the Atari already supports 2 paddles on each port. Just utilize the 2 potentiometers as the X and Y axis. The driving controller's software interface could be used to support spinner functionality. If you utilize existing interfaces then the level of friction against your idea is likely to go down. Otherwise I imagine you're going to have to code and document the interface yourself. It'll be interesting to see the prototype when you're done.
  13. If you want to make this happen you're pretty much going to have to ignore the negativity and put together a prototype. I think it's a pretty good idea personally, if you're willing to run with the Apple II paddle to Atari paddle idea I could probably put together a small adapter board after looking into the specifications though you could probably make a better one if you do PCB design professionally. I did this one a few years ago for an early model of the 4play Apple II card so it could work with Genesis gamepads in my exhibit at the Vintage Computer Festival. It would be a bit more complex since I assume the pins will be different and the potentiometer range probably needs to be scaled to what the Atari expects, but it's not entirely out of the realm of an easy implementation.
  14. Not to step into the line of fire, but as I mentioned the Apple II joystick already uses two analog inputs. Perhaps it's worth creating a small adapter which accepts the Apple II joystick input and attaches the two analog paddle inputs and both buttons to the right place on the Atari controller input. There are adapters already in existence for the Apple II which allow you to attach modern controllers, including the one linked to below which works through a mobile phone via bluetooth, or just using the built-in sensors on the phone. It honestly shouldn't be that hard to make an adapter since it's just two potentiometers and two switches on the Apple II side, maybe you'd need to change the reported values a bit to make the Atari happy. It could be used for paddle titles, and anyone interested could make a game which works with it. http://craftymech.com/a2io/
  15. That's how the Apple II joystick was implemented, originally it was two paddles. And also why it had 2 buttons. Since the paddle interface is already there it shouldn't be outside the realm of possibility.
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