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About Kurt_Woloch

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  1. Yes, this is the version I played. Unfortunately, though, I made a mistake when posting my Atari 2600 times... coming from the fact that Stella doesn't report the game being played anywhere, and if you switch games, you do so inside of Stella, which doesn't affect the window title... So... actually I only played 3 minutes of this version of Turbo, the remaining 19 minutes of that session I actually played Tutankham (which is next to Turbo in the alphabet...). Similarly to that, I also only spent 3 minutes playing Run Out!, the remaining 8 minutes I actually played Room Of Doom (which is next to Run Out! in the alphabet) Sorry for those mistakes, I was pretty tired when I posted my times last night and forgot that the sessions were shared among multiple games each... the times for the other systems should be correct though. I can't actually remember posting the last sentence... I don't know what to make of that one (what's that with the Chinese hardware?)... could this have been edited in by someone else? Actually, I played both games because I have viewed some Youtube videos about ports of "Superscaler" games, which was Sega's sprite scaling technique used in Out Run, which over the years could draw more and more sprites on screen. The arcade original of "Turbo" is still using something more primitive which can only draw 8 8-color sprites, but the complexity grew from there... Hang-On already displays 12 scaling sprites in more colors and partly big sizes.. Pole Position came in between those two and is properly also able to draw at least 10 scaling sprites at once, but I've seen the sprite hardware exceed its limits if the player car, two enemy cars and a roadside sign happen to share the same scanlines. Out Run can (theoretically) display 128 sprites on screen, but in reality you don't see as many at once... The actual interesting thing for me was how much of that can be carried over to the home versions. Chris Butler in particular wrote a pretty good scaler engine on the C-64 which got used for "Thunder Blade", "Power Drift" and "Space Harrier" and uses a character grid to quickly change the screen contents... which comes at the cost of the objects jumping in 8 pixel steps, but allows pretty high framerates for a 3D game, though the limit seems to be at about 16 scaling objects simultaneously. There seem to have been more attempts to do similar graphics, for instance here:
  2. Here are my times for this past week (July 27th through August 2nd) on classic systems... Amiga: Tiny Galaga - 13 min. Arcade: Dig Dug... 33 min. Joust - 13 min. Atari 2600: Turbo (in Batari Basic) - 22 min. Run Out (in Batari Basic) - 11 min. This week I tried "Tiny Galaga" which is a pretty much colour-less port of Galaga on the Amiga. The I played a bit of Dig Dug, and the arcade version of Joust, which I played primarily because I'm trying to disassemble its sound code and to find out where each of the sounds atart in the ROM. Turbo is a bit similar to the Sega game, but it's actually an original game beause some things are quite different to the arcade verson. On the Atari 2600, Turbo and Run Out are ports of TUrbo (Sega) and Run Out (probably on Chinese hardware).
  3. Here are my times for this week (July 20th through 26th) on classic systems: Arcade: Joust - 42 min. in 2 sessions Tetris (Atari Games) - 22 min. The end - 35 min. Atari 2600: Joust - 10 min. Millipede - 141 min. The end - 19 min. Commodore 64: Jack Attack - 11 min. Joust - 23 min. Legend of the Amazon women - 54 min. This week, there are multiple games I've played on multiple systems. I continued to play "Amazon women" on the C-64 and made it through the jungle (to the end of the game). Then I tried "Jack Attack" which I've seen in a Youtube video, and it's quite amusing, but not very deep. Then I learned that an Atari 2600 version of "The end" has been coded, so I tried that (which is quite good) and then the arcade original. While I've made it through 5 stages easily on the Atari 2600 version (after which the already built part of the "The end" banner disappears), I only made it to the 2nd stage in the arcade version due to the aliens being much quicker in building the banner. Then I replayed the arcade version of Tetris. I think there I've reached about all there is to see. On this game Atari Games went with pretty lowly specs... an 6502 processor and POKEY sound in 1987 when other games already used 16-bit processors and FM sound. At least they coded the main game in Assembler, unlike the C-64 version by Mirrorsoft which is in fact compiled BASIC. Speaking of the C-64, there lies the real sensation of this week... the long lost Atarisoft C-64 conversion of Joust has finally surfaced! It's a pretty good conversion, but the sound is pretty awful... I suppose they weren't finished with it yet. They just took the Atari 800 version (even without the programmer's consent!) and rewrote it for the C-64. But the SID has clearly different specs than the POKEY, yet peaking in the code, it seems like the sounds have only been half-heartedly converted and don't sound correct at all. But judging from the posts on the Games that weren't 64 site where this has been released, some people seem to have (or have had) a better version with better sound, though that one hasn't surfaced yet. Alternatively, I considered hacking the game myself. To that end, I'm currently examining how the sound works both in this and the arcade version. I then also tried the original arcade and the 2600 version, and after that I played some Millipede on the Atari 2600. That is, I played until I surpassed the 300,000 point mark, which took over 2 hours. There are ways you can play to facilitate reaching this mark, for instance, on the first screen after a restart there's a great number of spiders, so you should end that screen as quickly as possible, which you can do by shooting the highest DDT box available on screen so that it will annihilate all of the Millipede as it passes by.
  4. It should also take batteries.
  5. Here are my times for this past week (July 13th through 19th)... Commodore 64: Legend of the Amazon Women - 65 min. This week I only played one game, in one session, Legend of the Amazon Women. I didn't manage to complete it this time though I've done so before. I think I made it about halfway through the game this time. In this game, it's more important to avoid the arrows than the enemy's punches because the arrows cost you more hit points. Also, you get far more points if the enemy gets hit by an arrow than if it gets hit by you, and 200,000 points give you an extra life.
  6. Here are my times for this week (July 6th through 12th) on classic systems... sorry, no gaming this week. Summer's nearly in full swing, and I'm trying to do my household chores in order to find time for a little swimming or something like that.
  7. Here are my times for this week (June 29th through July 5th)... Commodore 64: Indiana Jones and the Temple of Doom - 19 min. VIC-20: Seafox - 15 min. This week I only did two short sessions on two classic games... besides continuing to play Seafox on the VIC-20, I tried the C-64 version of Indiana Jones and the Temple of Doom, which has a different level layout than the arcade version. I only got to the first cart sequence on it. In Seafox, I also didn't manage to get any farther than previously. Actually, I spent way more time doing tasks which aren't eligible as games, but still quite challenging, like "upgrading to a new phone", "unlocking a sim-locked phone", "cutting a SIM card down to size" and "teaching your father how to operate a smart phone". On those tasks combined, I spent several hours last week.
  8. Here are my times for this past week (June 22nd through 28th)... Arcade: Blueprint - 9 min. Dragon Breed - 25 min. Manhatten (DECO Cassette) - 7 min. VIC-20: Galaxian - 1 min. Seafox - 57 min. in 5 sessions Space Battle - 4 min. This week I managed to get in a bit more gaming than last week. It started by watching a video telling that "Space Battle" was actually made by the later president of Nintendo. However, Atarisoft put another version of the same game out with "Galaxian", which is a bit less glitchy, but also less colorful, and "Space Battle" actually has the better rendition of the music... by far. Then I switched to Seafox, of which I played a few sessions. On the arcade side, I tried Blueprint for three short games, and Manhattan for, actually, one game, after which I stopped playing because the game doesn't have too much depth. Playing Dragon Breed was inspired by an article about the C-64 version using mixed colors for some of the end bosses. But I quickly got to a point where I wouldn't get better.
  9. Here are my times for this past week (June 15th through 21st) on classic systems... sorry, no gaming this week. I've fallen behind with my household duties, and my father pushed me to get on with them, so I tried to do something productive this week instead of gaming. On another, maybe more interesting note, I attempted to write a converter that converts video into something for systems with low framerate and throughput, such as the Channel-F or CD+Graphics. The principle would be that on each frame, it finds the portions of the picture that have the greatest difference to the picture now displayed on screen and then changes only those portions... as many pixels are possible, which would be at most 300 pixels per frame (1/60 second) on the Channel F and 1 or 2 tiles of 6x12 pixels each for CD+Graphics. Sadly I didn't manage to solve the problem how to extract the single frames off the movie and get their pixel data. Seems like on my ageing XP machine I don't have any software or libraries that would make this possible... there are some controllable from VB.NET or VB5, but each time I try to copy the picture from the screen, it comes out black because it's only populated directly in screen memory by the graphics card.
  10. Here are my times for this past week (June 8th through 14th)... Amiga 500: Thundercats - 154 min. in 8 sessions. This week I got a bit better at Thundercats. I now often beat the 4th stage and then lose all my lives at the next one. Other than that I'm trying to figure out how to get as many games as possible into my gaming schedule.
  11. Here are my times for this week (June 1st through 7th) on classic systems... Amiga 500: Thundercats - 251 min. in 10 sessions PC (Windows 95-ME): Cosmic Do! - 10 min. This week I heavily played the Amiga version of "Thundercats" which I liked playing back in the day. The game has 14 levels, but I never managed to complete the 5th one. You can get much farther if you have patience though because camping at selected spots give you basically unlimited amounts of extra lives before you go on actually advancing in the game. But I didn't have that much patience... The times for "Cosmic Do!" are actually from last week I posted them in the modern tracker, but Carlsson looked up the game and found it to be classic. Carlsson, unfortunately, I didn't read your reply until this weekend when the times were already tabulated, so I'm re-posting it now here on the classic tracker... I hope this isn't against the rules.
  12. Here are my times for this past week (May 25th through 31st) on modern systems... PC (Windows): Cosmic Do! - 10 min. I replayed Cosmic Do! for a bit after not having played it for a few years now. It's basically Cosmic Guerilla with the characters of Mr. Do!, also with some gameplay enhancements bringing it more on par with Mr. Do from the game elements. But it hasn't much depth, so I didn't play it for too long because nothing much different is happening in later levels. It however feels much more polished and smooth than Cosmic Guerilla itself does. Actually I'm not sure if this is supposed to be a modern or a classic game. It's from 2003, and it hasn't got a README file. I can't find this game anywhere on the Internet anymore in order to get some info on it, but it still runs flawlessly on my XP machine. Don't know what would be the low end for it though...
  13. Here are my times for this past week (May 25th through 31st) on classic systems... Colecovision: Frantic - 94 min. in 6 sessions I continued to play Frantic on the Colecovision, but now I think I'm fed up of it for now. I routinely manage to beat the 1st level (5 rooms), and the 2nd level is sometimes unfair, spawning you in the crossfire of two bases. If you're unlucky, you die there, get spawned again and die again immediately. This happened often enough to put me off.
  14. Here are my times for this past week (May 18th through 24th)... Atari 8-bit: Protector II - 92 min. in 3 sessions Colecovision: Frantic - 51 min. in 2 sessions TI-99/4A: Protector II - 4 min. Fathom - 3 min. This week I managed to complete "Protector II" on the Atari 8-bit in the sense that I rescued most men, but sadly, the last man got lost by losing a life carrying it, not rescuing it, and the game still ended with "The end", not "Mission completed" (not sure if it ever does this). After that I took a look at the other levels, but contrary to "Protector" the game doesn't contain a different map for levels 4 through 6. After that I revisited the TI-99/4A version of Protector II, also on a higher level, but didn't manage to get very far. On the TI-99 I also took a quick game of Fathom, but I didn't survive for too long since I don't know what exactly you have to look for. I suppose you're supposed to find the three pieces of the object you should complete, but I ran out of energy before I made it. Then I revisited "Frantic" on the Colecovision, but I didn't manage to beat the first level this time... I always make some mistakes, sadly.
  15. I just looked at the schematics of the Channel F, and it seems like the 74146 chip near the bottom right converts a digital signal given by A0 through A3 to discrete outputs, which is a different one of its pins "light up" depending on which color it should be. On this chip, numbers 0 to 9 set a different output pin each while the combinations A through F are invalid and set no pin at all. The output pins you design as "NC" are actually not connected, so it doesn't matter if they "light up", only pins 2, 3 and 5 through 9 are connected and thus valid colors. Maybe "no pin" is also a valid color (probably white since this is the only missing color). Strangely, the colors have different numbers on the schematics... pins 2 through 6 produce color numbers 3 through 7, and pins 7 through 9 produce color numbers 9 through 11. Then, actually coming out of that chip, BG grey, FG green, FG red, BG green and BG blue actually produce the same value because they are switched together. Only FG blue and black produce different values, so this probably is only the luminance value produced there. There are surely some strange things going on, so it's entirely possible than the different combinations which are all "invalid" for the 74145 still have different effects on screen and also are affecting the burst if they appear in select locations.
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