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Omegamatrix

+AtariAge Subscriber
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Omegamatrix last won the day on November 15 2015

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About Omegamatrix

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    Quadrunner
  • Birthday 02/06/1975

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    Male
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    Canada
  • Interests
    Atari 2600 collecting, playing, programming
    Watching movies

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  1. @SteveWright if you hadn't written that the Atari Homebrew scene would have grown like it did. It would have certainly slowed it down at the least. You book played such an important role in this! I own a copy of it and have also used the pdf of it extensively over the years. BTW, people really love Championship Soccer too. I started a project to give some original Atari games a menu screen. One of those was Championship Soccer. I hope you like it. https://atariage.com/forums/topic/300168-original-games-updated-with-menus/?do=findComment&comment=4584037 Best regards, Jeff
  2. Yeah I think they did a lot of work together. Galaxian Expanded and WoW too. Here are some of my favorites. I don't know if they are the latest roms: Bottomless Pitfall! (Pitfall! Hack) (2004) (Kurt Howe).bin Hack 'Em - Hangly Man (16K) (Pesco Hack) (2006) (Kurt Howe).bin Monkey_Test.bin Space Invaders Deluxe (8K) (Space Invaders Hack) (2005) (Kurt Howe).bin WoW16k.bin Jr. Pac-Man Throttle (Jr. Pac-Man Hack) (2005) (Kurt Howe).bin WoW I think is an older Version an older version I think. Check KevinMOS3's thread for new roms, and the Galaxian rom. Monkey Test is built off a previous Jungle King hack, but the stuff added is great. I love Jr. Pac-Man Throttle. Makes that game so much more playable.
  3. I want to say this. There are people on these forums you always hope to meet one day. Nukey was at the top of this list. His hack threads were always interesting and kept you coming back for more. I really enjoyed reading them. I'm glad to see people here are universally recognizing how generous, helpful, and friendly he was. That shined right through his spirit. I can also add that he had a great sense of humor and well, a little bit of magic. There was always something different with Nukey's hacks. You just knew it was going to be great. They captured and translated the arcade spirit so well. You knew that he must have spent a lot of time in the arcades playing these games, loving these games. Nukey was the Hack Master. There is no other, and there never shall be again. God rest your soul Nukey. We know you are with the big Pac-Man in the sky now.
  4. Oh my God. I am literally shaking here reading this. This is an unimaginable loss. R.I.P Kurt. You will forever be missed.
  5. I agree with Cafeman. The trophy is meant to signify you've earned the patch. The display in the game is clearly counting the days as the day you start on. I believe the intent was to make it to day five, and trophy appearing = patch. I understand what you mean as though of completing it in terms of effort though (by day six it it would be five full days of time and effort), but I am pretty confident Larry made the trophy appearing deliberate to signify earning a patch. That seems pretty fundamental. They would have had a lot of angry kids otherwise. Yes the wording is a little weird, and a better wording would have been: "Do you have the drive, the stamina, the grit to endure this race to day 5 or more? If so, an on-screen racing trophy will pop up before your very eyes and you will be awarded a patch damn you."
  6. Omegamatrix

    Movie Cart

    The picture is outstanding. Kong never looked so good!
  7. Omegamatrix

    Movie Cart

    @rbairos determine which kernel is the problem (left or right). It can be fixed by swapping the early loads of X or Y. For example if the right hand kernel is the issue than try this: MAC RIGHT_KERNEL ; {graphics index}, {shading value}, {background} SLEEP 3 ; 3 lda #GRP1a_R{1} ; 2 sta GRP1 ; 3 VDELed @76 ;--------------------------------------- ; - 0a - 1a - 0b - 1b - 0c sta HMOVE ; 3 @03 +8 pixel lda #0 ; 2 undefined ; ldx #GRP0c_R{1} ; 2 ldx #{3} ; 2 CHANGED sta AUDV0 ; 3 @10 ldy #COL0c_R - {2} ; 2 lda #COL1a_R - {2} ; 2 sta COLUP1 ; 3 lda #GRP0a_R{1} ; 2 sta GRP0 ; 3 lda #COL0a_R - {2} ; 2 sta COLUP0 ; 3 lda #GRP1b_R{1} ; 2 sta GRP1 ; 3 VDELed ; lda #{3} ; 2 ; sta COLUBK ; 3 stx COLUBK ; 3 CHANGED ldx #GRP0c_R{1} ; 2 CHANGED lda #COL0b_R - {2} ; 2 sta COLUP0 ; 3 @42! end of GRP0a display lda #GRP0b_R{1} ; 2 sta GRP0 ; 3 @47! end of GRP1a display lda #COL1b_R - {2} ; 2 sta COLUP1 ; 3 @52 stx GRP0 ; 3 @55 sty COLUP0 ; 3 @58 <[email protected] lda #$0 ; 2 sta COLUBK ; 3 @63 sta HMCLR ; 3 @66 ENDM
  8. I've made a whole bunch of 8 bit unsigned integer division routines. I've posted them in my blog, and on Nesdev. https://atariage.com/forums/blogs/entry/10805-unsigned-integer-division-routines/ For divide by 3 this is what I came up with: ;Divide by 3 ;18 bytes, 30 cycles sta temp lsr adc #21 lsr adc temp ror lsr adc temp ror lsr adc temp ror lsr It's good for all values 0-255.
  9. Omegamatrix

    Movie Cart

    Thats good Thomas! I hadn't seen the actual kernel until now, and yes the solution is quite obvious. BTW, if the spare cycles are not used then 5 more bytes could be saved between the two kernels. Just set the stack pointer to 0 and use TSX, with STX COLUPF or STX COLUBK. With X=0, the sleeps can be eliminated to make use STA ZP,X taking 4 cycles. ; set SP to 0 instead of $FF ; enter the kernels with X=0 MAC LEFT_KERNEL ; {graphics index}, {shading value}, {background} ; SLEEP 2 ; 2 ; lda #GRP1a_L{1} ; 2 ; sta HMOVE ; 3 @73 -8 pixel lda #GRP1a_L{1} ; 2 @69 sta HMOVE,X ; 4 @73 -8 pixel sta GRP1 ; 3 VDELed ;--------------------------------------- ; 0a - 1a - 0b - 1b - 0c - lda #COL1a_L - {2} ; 2 sta COLUP1 ; 3 lda #0 ; 2 undefined sta AUDV0 ; 3 @10 ldx #GRP0c_L{1} ; 2 ldy #COL0c_L - {2} ; 2 lda #GRP0a_L{1} ; 2 sta GRP0 ; 3 lda #COL0a_L - {2} ; 2 sta COLUP0 ; 3 lda #GRP1b_L{1} ; 2 sta GRP1 ; 3 VDELed lda #{3} ; 2 sta COLUPF ; 3 lda #COL0b_L - {2} ; 2 sta COLUP0 ; 3 @39! end of GRP0a display lda #GRP0b_L{1} ; 2 sta GRP0 ; 3 @44! end of GRP1a display lda #COL1b_L - {2} ; 2 sta COLUP1 ; 3 @49 stx GRP0 ; 3 @52 sty COLUP0 ; 3 @55 <[email protected] ; lda #0 ; 2 ; sta COLUPF ; 3 @60 tsx ; 2 X=0 stx COLUPF ; 3 @60 lda #$80 ; 2 ; sta HMP0 ; 3 ; sta HMP1 ; 3 @68 sta HMP0,X ; 4 sta HMP1,X ; 4 @70 ENDM MAC RIGHT_KERNEL ; {graphics index}, {shading value}, {background} ; SLEEP 3 ; 3 ; lda #GRP1a_R{1} ; 2 ; sta GRP1 ; 3 VDELed @76 lda #GRP1a_R{1} ; 2 @72 sta GRP1,X ; 4 @76 VDELed @76, X=0 and write takes 4 cycles not 3 ;--------------------------------------- ; - 0a - 1a - 0b - 1b - 0c sta HMOVE ; 3 @03 +8 pixel lda #0 ; 2 undefined ldx #GRP0c_R{1} ; 2 sta AUDV0 ; 3 @10 ldy #COL0c_R - {2} ; 2 lda #COL1a_R - {2} ; 2 sta COLUP1 ; 3 lda #GRP0a_R{1} ; 2 sta GRP0 ; 3 lda #COL0a_R - {2} ; 2 sta COLUP0 ; 3 lda #GRP1b_R{1} ; 2 sta GRP1 ; 3 VDELed lda #{3} ; 2 sta COLUBK ; 3 lda #COL0b_R - {2} ; 2 sta COLUP0 ; 3 @42! end of GRP0a display lda #GRP0b_R{1} ; 2 sta GRP0 ; 3 @47! end of GRP1a display lda #COL1b_R - {2} ; 2 sta COLUP1 ; 3 @52 stx GRP0 ; 3 @55 sty COLUP0 ; 3 @58 <[email protected] ; lda #$0 ; 2 ; sta COLUBK ; 3 @63 tsx ; 2 X=0 stx COLUBK ; 3 @60 ; sta HMCLR ; 3 @66 sta HMCLR,X ; 4 @67 ENDM
  10. Omegamatrix

    Movie Cart

    Enabling VBLANK will turn the beam off. Enabling VSYNC is what causes it to return to the top.
  11. Omegamatrix

    Movie Cart

    Have you considered enabling VBLANK to hide the left and right side distortion? That's how we did it in the Parrot Kernel thread.
  12. And finally a video of the Zookeeper Demo. Note I am playing one handed here so don't judge it please!
  13. Okay, with a working expansion port I tried all of the CDFJ roms posted on the Champ Games website, as well as Draconian, Frantic, and Zevious. They all worked perfectly as far as I could see. No issues found.
  14. I mechanically cycled the power switch many times before powering it on to help break any contaminants free. I tested a few Colecovision games and they all worked as they should, with no garbled graphics. Next I plugged the expansion port in and tried 2600 Ladybug. It worked on the first try, and many other times after that. However it suddenly stopped working and I got garbled graphics. I did a bunch of trouble shooting including cartridge removal, cycling the power switch (slow, fast, putting more presure on side, etc...), and moving the expansion port around (lifting it up with respect to the console, pressing down, etc...). Finally I had an idea to remove and insert the expansion port several times to break and corrosion, oxidation, or contaminants free. After doing that everything worked, everytime. My conclusion is that the connector for the module is the weak link, and that it is really deceptive as you can plug a game in and it works, and might work several times. I thought at first it was good because I had so many good clean startups.
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