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gnusto

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About gnusto

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  1. Did we ever get a box mockup for this excellent port? It pains me to use the screenshot in my front end :(. My photoshop skills are terrible, but I think I'll poke at it a bit.
  2. Maybe at this point we should just sticky a post "Overpriced Atari 8bit stuff on Ebay".
  3. Somewhere a Star Trek writer is tickled pink that for once, reversing the polarity is an actual thing. Yes, I'm aware it can apply as a concept regularly in electronics. And often when involving power is a bad idea, actually, which is why it was always so amusing to me when it came up on scifi shows. Sounds so much better than did you plug it in the right way though.
  4. DE10 FPGA (also available at various electronics specialty shops). SDRAM - The MISTer uses a GPIO header for this, you won't find it many places. I just resorted to Ebay, no specific recommendations on where to get it. I would get 128MB as that is required for several cores. Look for boards that are tested with MiSTer as the timing on the RAM is important to get right. Here is an example Ebay listing (but I don't know this guy, just seems to be right). USB board as the DE10 only has a single micro USB. Note there isn't much voltage out of the port here, many people use custom boards bridged to the DE10 You can get a little offset daughter I/O board but it's completely optional, unless you really need VGA (you already have HDMI) Heat tolerances on the FPGA and the RAM are very close, many people report instability without heatsinks/fans. The I/O board supplies a fan mount (just use a Noctua 40mm) or you can custom rig one. There are custom cases out there, I find most of them pretty iffy on value. I just used an acrylic shell.
  5. I own a MISTer, and can confirm that there is a lot of DIY to it, there are a few places that will sell you fully assembled and software built out, but they charge a pretty excessive premium. It's specifically an issue finding the right SDRAM and a good case arrangement (that supports USB for instance) for the MISTer right now, and you know that lotharek's is all in one, tested and good to go. So there is a chance on the MISTer side that you'll waste money or time trying to get it rolling. I was happy to do that as a project myself, but others might not be. As for the power, I'm not sure it matters if it does what you need. I wanted Atari 8/ST, Amiga primarily. Both could do that fine based on what I can see.
  6. The Sophia board provides DVI out to an 8bit that for some TVs and monitors can be converted to HDMI with an adapter (the signal Sophia produces doesn't work with all monitors). This is the best quality you can get out of an 8bit. If you don't feel like working inside the Atari, an RGB to composite converter as Paul describes is probably your best bet, or alternately an RGB to s-video if your TV takes it. Edit to clarify: I realized I was inexact above - the Sophia always work with DVI, but it is rare that TVs take DVI, that's mostly computer monitors. When using DVI to HDMI, many TVs will just work with a Sophia, and for many modern TVs HDMI is all you get. If you happen to have S-Video in, there are cables available for that for the 800 and even instructions on how to make them. And your final step down is an RGB to component cable as described. Sophia: Best quality, HDMI, requires internal electronics S-Video: Medium quality, cable only available Composite: Worst quality, cable only available
  7. Windows Defender is usually only going to care about a file that either a) was just downloaded or b) has a PE header. So it shouldn't be locked anything. Moving files around on a disk don't affect it, in terms of locks. From the description it almost sounds like Altirra doesn't have access to its settings or is running in portable mode with different local configs - you can do this with command line flags for instance. Different permissions on different (windows) accounts, maybe? It's not like Avery is flipping settings like scanlines on or off ever, he's expecting the user to indicate that. So if it's set one way or the other it should always be that way (unless you go change it).
  8. Just to ask the obvious - did you switch from Altirra BASIC if you are using it to one of the Atari BASICs? Altirra BASIC is a) great and b) faster than Atari BASIC, but isn't 100% compatible in all cases.
  9. Marvel Blackwidow (from a comics illustration, obviously not Scarlet Johannson) blackwidow-pal.xex
  10. There are HDMI converters for RGB, Composite, S-VHS (even all of the above in one package). They will all want to put 720p out as a minimum as that is the lower end of the HDMI standard, so there will always be upscale to contend with. Another thing to be aware of is that any HDMI converter by its nature is going to induce some delay or aliasing to the video output, just due to it being a digital frame standard as opposed to the analog output the Atari produces. On the other hand you will probably have no chance of actually perceiving the delay, but on the other based on when and how the frame is captured you might see some artifacting related to that.
  11. One of these statements doesn't match the other!
  12. It's lighter than my original US 800 was (based on pictures I have from the time it was new). Although that could be his picture, or some post processing thing. And yes, price is pretty crazy. People ask what they ask though, I figure if they can get it, more power to them.
  13. Probably SuperPacker does what you want. In code form there is 6502 deflate if you wanted to make it a function of a program (so keep your loaded resources compressed, for example, and read them using this routine).
  14. If only it were that simple. You would think that as a small community focused around something we mutually enjoy, respect would be shared and earned in equal measure, but it doesn't always feel that way.
  15. I missed this topic when it first appeared. If I understand the question correctly, I don't think you'll find this for Atari era computers, but you can find plenty of 3D math fundamentals books, the concepts are the same for any platform. It's pretty rare on the 8bit that "3D graphics programming" resembled what we do today, that is, perspective correct, world and camera view, 3D projection into a 2D planar surface. This is because it's an enormously expensive computationally and very floating point math intensive. It required processors that were hyper optimized to float speed before it became very viable. Most of the 3D demos/games, impressive as they were, are actually various forms of approximations or pre-computed to the point they aren't actually real-time other than display. A really good article on the fundamentals of 3D math and object draw that is applicable to any of the 8bit computers is this one: http://machinethink.net/blog/3d-rendering-without-shaders/ The code is unfortunately in a high level language, but easily translated into even machine language. The reason it's highly applicable is because it only has one fundamental OS ability it calls: setting a pixel at a point in space to a color. This is what was so different about 3D work on old computers versus modern; we had to do rasterization ourselves. It's literally the difference of the computer telling you "I know how to draw a point and a color" versus the now evolved modern "I know how to draw a triangle of arbitrary size and 3-space coordinates, and fill it, in either a color or with a texture mapped, and allowing for per-pixel or per-triangle special effects ". It's a little bit easier nowadays =). This here is all of the fundamentals of a 3D projection system done in 6502 (particularly look in source/maths.asm). It has the common optimization of look up tables for the geo math and could probably be optimized further. Here is another 3D engine in 6502, but unfortunately (looking through the source) it is heavily optimized for the Apple II, and thus requires work to run anywhere else; the Apple II memory layout for graphics is affecting code ease of use.
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