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  1. I've been busy making an applet of Catacombs of Mu. Since it's an original game, I thought it would be a good idea to try out the gameplay before doing any 6502 coding. I'm aware that there are bugs, and am not looking for reports at this time. Also, I probably will tweak the gameplay. I just wanted to show you what I've been working on. Without further ado, here is the link: http://gaia.ecs.csus.edu/~matleyz/mu/mu.html p.s. The game flickers more on some systems than others. Now I understand why most Java applet games have a small width and height. http://www.atariage.com/forums/index.php?a...;showentry=3308
  2. Hi there! So, the http://www.c64-longplays.de.vu/ may update is available, with new videos for: Airwolf Bomb Jack Die Hard Human Race Hungry Horace Jammin Rick Dangerous Space Harrier The Eidolon Thunder Blade Uridium (YAY! MINE!! ) Psycho Pigs UXB Greetings, Manuel http://www.atariage.com/forums/index.php?a...;showentry=3307
  3. It’s 4:53 AM, according to my truck’s radio. I remember falling asleep in the driver’s seat; my tailbone still aches. Now I find myself in the back seat, using a combination of kid toys and coats for a pillow. The imprint of a seatbelt digs deep into my side. The high-pitched buzz of mosquitoes circling around my head makes it tough to fall back asleep. I dig around in the floorboard and find one of Mason’s windbreakers, which I use to cover my head and drown out the noise of mosquitoes and rain. As I close my eyes once again, I go back over the day’s events, tracing the path that led me to this point. Saturday, at 8AM, I picked Jeff up at his house. From there, the two of us met up with Scott at the Waffle House. We’re there to have breakfast before hooking up with the rest of the convoy, heading out to Andy’s bachelor party which is taking place at his parents lake lot down at Fort Cobb. Despite the fact that I’m on a fairly strict diet for a weight loss contest at work, I already knew all bets would be off this weekend, and I got the anti-diet started early with an omelet, bacon and sausage. At the Waffle House we may have met the world’s worst waitress; she wasn’t rude, but painfully dumb. Her parting comment to us was, “I hope your change is right, or close. I’m not so good with math.” After meeting up with the other guys at Andy’s brother’s house, we began the drive to Fort Cobb, about an hour southwest of Mustang. Upon arrival we unloaded all the food, snacks and beer into the cabin. After hanging out there for an hour or two, we headed down to the lake for several hours of drinking, fishing, and hanging out. All the fishermen complained about the weather (windy and overcast) but it felt perfect. There were enough lawn chairs and ice chests for everyone to have a seat. I didn’t bring a fishing pole but Jeff brought his son’s <a href=” http://www.asseenontv.com/prod-pages/rocke...grod”>Rocket Fishing Rod</a> for me to use. After several hours of fishing hunger began to set in, so a few of us went back to the cabin to get the grill and loaded it into the back of someone’s pickup. Back lakeside, we had a literal tailgate cookout. After chowing down on burgers, brats and hot dogs (but no fish) we headed back to the cabin, where after a bit of down time the night’s poker tournament was organized. With eleven people playing we decided to have two tables going at once. By this time all of us had been drinking heavily, some of us more heavily than others. Not that there was anyone sober at this point in the game, but the “less drunk” people obviously had an advantage over the “more drunk” people. I’m not saying which group I was a member of, but the last hand I played I anted a chocolate doughnut, went all in on hopes of flopping a pair of fours, and fell out of my chair at least twice. Eventually the losers migrated to the living room where we played a few hands for fun. At some point the room began to spin so I went outside to get a bit of fresh air. The next thing you know, it’s 4:53 AM, and I’m sleeping in my truck. Around 8 AM Sunday, Jeff, Andy and I (all of us with pounding headaches) picked up the cabin a bit while everyone else slept before beginning the very long drive home. The ride was mostly quiet, save for the wind blowing in through the cracked windows. After dropping Andy and Jeff off at their respective destinations, I went home, crawled into bed, and slept another five or six hours. Here’s to ya, Andy. If the success of your wedding is decided by the amount of fun we had this weekend, you guys should stay happily married for about 370 years. http://www.atariage.com/forums/index.php?a...;showentry=3306
  4. I sent a certified get well card to Delicon yesterday. Crossing my fingers I get the delivery confirmation. http://www.atariage.com/forums/index.php?a...;showentry=3305
  5. Here's a little program I'm working on called, fittingly, Roulette. Right now, you can bet on black, red, or 1-18/19-36. Don't select odd/even because if you do, the world will explode (not really, I haven't programmed anything in for that option.) There's a blank space for the cursor to go to also, but that's for choosing your own number (another function I haven't programmed in yet.) The code is also available, but it's a total mess right now. Attached File(s) roulette.bas.bin ( 4K ) Number of downloads: 0 roulette.bas ( 6.63K ) Number of downloads: 0 http://www.atariage.com/forums/index.php?a...;showentry=3304
  6. Well my wife felt bad about the lost of my brithday gifts in the mail last month so she went and ordered me a Atari Lynx II last night. She ordered it from the Goat Store and i guess its brand new,never been used,in its original box and comes packed with four games,Gates of Zendocon,Robotron,Electrocop,and Shanghi. I already have four other games for it too that me and my buddy Dalum dug up in his storage unit,Ninja Gaiden,Baseball Heros,Pinball Jam,and Warbirds all loose. Am pretty excited about gettting this Lynx II as it will complete my Atari line-up along with my Atari 2600,5200,7800,and Jaguar(I dont collect the Atari computers). So mark one off the most wanted list and now i just have to wait for it to arrive.My wife is awesome and thats why i love her so much. http://www.atariage.com/forums/index.php?a...;showentry=3303
  7. Since my last entry, I've received two more games. One is TimeSplitters: Future Perfect which is the 3rd game of that series. This is the second entry to make the GameCube...I have TimeSplitters II on the Cube but the first game, TimeSplitters, only came out on the PS2, I think. I remember in TimeSplitters II (which is an FPS game) that you never saw your character's hands...your weapon (especially if it was a handgun) just seemed to float out there in midair. I wonder if they did anything about that in this follow-up? The other game I got was Peter Jackson's King Kong...it took me three tries but I finally got a GameCube version of this game. I also ordered a copy of The Sims 2 for the GameCube...plus I ordered the DS version of that game and the DS game Purr Palls. I'll consider them birthday gifts to myself but my birthday is tomorrow and I don't think they'll arrive until at least a day or two after that. http://www.atariage.com/forums/index.php?a...;showentry=3302
  8. The original Protector, first released in 1999 for the Atari Jaguar, is back in stock! This game has been out of production since 2002, but due to fan demand is now available for a limited time. Once the supply runs out, it is unlikely this game will ever be produced again. Visit the Songbird online catalog at: http://songbird-productions.com and click on Order / View Catalog to order your copy today! http://www.atariage.com/forums/index.php?a...;showentry=3301
  9. It seems i almost always become interested in something new(old)everytime i come to AtariAge.My latest want is a Bally Astrocade. There was some talk of this system most recently in the AA forums and after doing some researching on it i found myself wanting one of these badboys! There are some pretty good games for it too,The Incredible Wizard(Wizard of Wor),Galactic Invasion(Galaxian),Bally Pin(Pinball),and Astro Battle(Space Invaders) are the ones that peak my intrest the most. So lets add the Bally Astrocade to my list wants along with the Atari Lynx and a 2600 Super Charger.Oh,yeah somethings to save up for. http://www.atariage.com/forums/index.php?a...;showentry=3300
  10. See the thread in the Lynx forum (I Got a Lynx!) for more info, but that's what I got. There were 2 Sega Saturns so I figured I could get one next weekend, (at least 1 would still be there if someone bought the other one.) Only one Lynx, and it's mine. Now I need more Lynx games for it. Look in the Wanted forum for a thread of what I want for it. Yay me! http://www.atariage.com/forums/index.php?a...;showentry=3299
  11. ...is now on the website in my signature (GBA 07). I still haven't decided between getting the Lynx or the Sega Saturn. The Sega Saturn is $30 loose, and the Atari Lynx is $50, but comes with 3 games. If I decide to get the Saturn, I'd get a few games I've had my eyes on and would come to a total of $50, so it's basically a toss-up. Or, I could spend $20 and get about 7 Game Gear/Genesis games (or I could spend $50 on 17 GG/Genesis games, but I probably won't be doing that.) I'll keep you posted on the decision I make (I bet you're all on the edge of your seats ) Anyway, I think I'm the first website with a review of the GBA version of Spider-Man 3. Not a really good reason to celebrate in the grand scheme of the internet, but I've looked other places for a review with no luck. http://www.atariage.com/forums/index.php?a...;showentry=3298
  12. How many times have you uttered the phrase, “Not even if you paid me”? Earlier this week my friend Stephen asked me if I would be interested in going to see REO Speedwagon in concert. My initial response was, “Not even if you paid me.” But I guess in the end that was a lie, because I both went and got paid. At Riverwind Casino, with each concert ticket purchased, players get a $10 credit applied to their gamer’s card. Friday night at Riverwind also happens to be “Men’s Night,” where all men with cards also get $10 credit. Stephen’s sister paid for her own ticket but couldn’t go, so I ended up getting her ticket for free. So when the deal becomes, “will you go see REO Speedwagon for free and get paid $20,” the answer is yes. REO Speedwagon played all their hits from the 70’s and 80’s, along with several songs from their new album that was released last week. The band was tight, and the show was surprisingly enjoyable. And, with the $20 free credit that I was given, I won $200 in a slot machine. I got paid to see REO Speedwagon, big time. If any other bands would like to pay me to come see them, consider this an open offer. http://www.atariage.com/forums/index.php?a...;showentry=3297
  13. I was told people camped out overnight to see this movie. Now, Star Wars I could understand, but a new Spider-Man movie? Anyway, I got the game for GBA and I'll play it this evening (or tomorrow morning) and probably have a review sometime. I was going to make the page red for the GBA 07 site, but that color was taken by Meet The Robinsons. Maroon it is, then. And, I got it at Wal-Mart, out of all places. I went there thinking they weren't gonna have it, but they did, so I don't necessarily have to go to Best Buy (although I might next weekend if I don't find Petz Vet this week). Spider-Man, Spider-Man, does whatever a spider can. (I thought there was a Spider-Man emoticon here, but there isn't.) http://www.atariage.com/forums/index.php?a...;showentry=3296
  14. After an extended time off, I've started to tinker with the Propeller again. Another user managed to do what I was trying to do; namely, build an NTSC video driver that's got stable color clocks on every scan line. Now it's possible to emulate the look of nearly any classic machine on this chip! There is enough control over the signal to essentially output any kind of NTSC / PAL signal you want. IMHO, this is really cool --and what I was hoping was doable. I'll have to get a camera, or something for screenies... perhaps this weekend! I was just reading the Closed Captioning thread. This is completely doable on the Propeller. It's got full control of the entire video signal. I'll have to go find a sample waveform to encode... To get warmed up, I modified and built on that driver to output 80x192x8. This is a lot like the GTIA mode on the Atari, only with more color bits. Did this to check out the color possibilities, with nice big easily debugged pixels. Turns out, about 96 different colors are possible, largely due to there only being 6 intensity levels on the chip. It's quite possible to use two of the video generators together to get more, but that's gonna be outside the scope for now. There are 16 distinct hues per pixel, with six intensities. Sub-pixel artifacting, which I've not yet really tried, is gonna yield more. Either way, sub pixel, or combining the output of multiple video generators at the same time, is gonna yield plenty of additional color and intensity levels beyond the 96 done by the hardware. As things stand right now, I've got a driver that outputs one pixel per NTSC color clock, non interlaced. This is exactly what the older Atari hardware does. If the chip had more intensity levels, it would all map out nicely, but it doesn't. It's totally possible to overdrive things to sub-color clock levels and get more direct control of what happens in a given pixel. I'm gonna save that for later. Onboard RAM, being limited to 32K, does limit the color screens. 160x192x8 takes up 30K of ram! Eek. Just enough to build a color demo or two, and that's it. maybe, maybe a small game in assemblier. Breakout or something... It is 8 bit addressable. No color limitations, just a nice high-color bitmap. It appears there is plenty of time between pixels for all sorts of tricks. Pixel packing to generate 32 or 64 color displays is doable and that would make a ~20k or so screen at classic game resolutions. Now there is room to actually do stuff. On the fly video will do better ---or add external RAM. Andre, the designer of the HYDRA game system, that uses the chip, has done this, giving 64K of random access memory, with 500k or so sequential above that. More than plenty for high-color graphics in full on bitmap mode. I'll be playing with that later... For now, the next task is to build an emulation of some of the better Atari modes with sprites. I've a coupla choices in this. Somebody already worked out how to connect atari Joysticks to the VGA port for quick and dirty control interfaces on the Demo Board. On that note, it's a bummer --sort of. The HYDRA game machine has nintendo style ports, and code to read the controllers. This is actually very cool in that modern controllers all function in a similar fashion. The Demo Board, which lacks some storage and essentially limits you to just the 32K in chip, without you building stuff, does not have game inputs, but does have mouse, keyboard, VGA, etc... in common with the HYDRA. If one is using a TV for the display, then that VGA port can easily become a controller port instead! Either system can do this, because all the I/O is bidirectional. Time to make some cables and hook up my Atari stuff! Paddles are gonna be an annoyance as a CAP, charging, timing, etc... are gonna be necessary. All possible, but extra work right now. Joysticks, driving controllers, etc... are gonna be just fine, so I start with those. Have one COG (that's one of the 8 CPU's running on this little bugger) build the screen display one scanline at a time, in high color mode. It works from a buffer that's built by one or two more of the COG's. Those two will be building sprite graphics, read from memory and drawn into the buffer on the fly. Graphics done this way, only need the storage necessary to define the images, with no full screen bitmap required for display. It's like a programmable TIA, essentially. Once the sprite engine is up and running, it will appear as just video hardware to the real game program running on one or more of the other CPU's. I'm finding the Atari style Player missile graphics sprites an interesting design option. The existing sprite engines, for the chip, all use your typical rectangular sprite definitions. Drawing these into the buffer takes time --more time than would be required if all the sprites were screen height! So, vertical movement would be actually moving data, horizontal movement would be changing a register. Maybe add an origin register so we get to say where a particular bit of data ends up on the screen. This might make packing things in memory easier, and vertical movement easier, given the sprite is not to be reused vertically as seen on most every game done on the 8bitters. I'm not sure how many will be possible. I strongly suspect this number is high, given the 8 CPU's to work with. It will be possible to have them be more than one color for sure. I don't think I'm there yet where emulating hardware collisions is concerned, either. No biggie, there is plenty of speed and ram to check these things in the usual non-hardware ways. That's it for now. By way of reference, here is the actual 80x192x8 driver code, and the little quick and dirty color demo that went with it. ********** Color Demo code first *************** CODE{ ******** 80 x 192 High Color 1 byte / Pixel display Demo *********** * This demo writes all the useful color values to the screen * * Linear addressing, no tiles * * Derived from CardBoardGuru's Simple NTSC display example * * Written for HYDRA * ********************************************************************* } CON ' Set up the processor clock in the standard way for 80MHz _CLKMODE = xtal1 + pll8x _XINFREQ = 10_000_000 + 0000 VAR byte displayb[15360] 'allocate display buffer in RAM '80 x 192 x 1 byte / pixel long index 'temp offset for byte statement below OBJ tv : "80x192_NTSC" 'the TV driver, for this example running at 80x192 PUB start | j, c, k, o { fill bitmap with NTSC black color. A zero is below black and will hose the display. Perhaps it's not a bad idea to have the TV driver watch for this condition... 8 bits / pixel appears to be a waste in that only 120 distinct pixel conditions result. Of these, perhaps 90 or so are really useful. Of the 8 bits, the first three deal with intensity: Black = %010 01 Grey = %011 02 Grey = %100 03 Grey = %101 04 Grey = %110 White = %111 Useful color exists in the remaining bits as shown by this program. The first row of darker colors is questionable. On my better TV, it works. On lesser ones, it doesn't... } 'fill bitmap with black pixels, before triggering display repeat index from 0 to 15360 byte [@displayb] [index] := 2 'another way to point at HUB memory... tv.start(@displayb) 'start the tv cog & pass it the address of the bitmap 'draw a border around the visible graphics screen (80 x 192) repeat j from 0 to 79 plot(j,0,251) plot(j,191,251) repeat j from 0 to 191 plot(0,j,251) plot(79,j,251) 'draw 6 intensities possible (black is one) repeat o from 15 to 55 step 10 repeat j from o to o+9 repeat k from 160 to 180 plot(j,k,o/10+2) 'draw useful sets of colors possible repeat k from 8 to 15 if k == 9 k := 10 c := k repeat o from 3 to 77 step 5 c := c + 16 repeat j from 20 to 30 plot(o,j+16*(k-8),c) plot(o+1,j+16*(k-8),c) pub plot(x,y,c) 'very simple dot plotter 'one byte per pixel is sweet! displayb[y*80+x] := c And the driver... actually, it's full of commentary, written my me and the other guy! (Attached instead --actualy I don't know how after the AA upgrade. No biggie...) Just for fun, this is all it really takes to encode the bitmap display, once the framework is all up and running: CODE mov VSCL, CALC_user_data_VSCL mov r1, #20 '80 pixels horizontal resolution is 20 waitvids :draw_pixels rdlong B, A 'get four pixels from hub waitvid B, #%%3210 'draw them to screen add A, #4 'point to next pixel group djnz r1, #:draw_pixels 'line done? Move to sync... Just one tight loop, grabbing bytes, writing them to the screen, etc... BTW, the entire signal is encoded as colors. This is why there are only 6 intensity levels, when three bits are actually defined for this. The other two are below black, for sync. These produce interesting results when present on screen, in the display graphics area! Not all TV's will cope with this either.... That's why the demo program above, filled the display memory with pixel values greater than zero. I'll have the driver itself handle this going forward, so zero will actually be black and not sync! One other thing... I saw the great little project to make a 7800 adapter for the 5200 machine. Didn't know that one had a video input! I'm assuming this is a pass thru kind of thing. If so, one of these little chips could be on a cart, and present itself as ROM, maybe co-exist with the ROM, and output a video signal to be used in lieu of the 5200 one! http://www.atariage.com/forums/index.php?a...;showentry=3295
  15. I just got a email today from my friend Nyracat(my boy Dalum's new wife).I had went over to there house last weekend and i had took my Atari 7800 and my stash of games for it with me. Nyracat's step-daughter(Dalum's daughter from his first marriage) just fell in love with BeefDrop.I guess all she has been talking about is playing BeefDrop all week. I think its pretty cool that my friends 10(?)yr.old would love a game like BeefDrop.Seeing most kids these days only go for fancy 3-D graphics and the lot. Like i told Nyracat in my return email to her,"G's(her step-daughter)has got the gamer's blood flowing in her vains thanks to her dad Dalum. The next gen Atari fan? most likely not but a BeefDrop fan for sure. http://www.atariage.com/forums/index.php?a...;showentry=3294
  16. Mega Man 2600 post mortem It was cool how Mega Man 2600 blew up on the Internets. It was very fun and hearkens to a time when I thought game programmer was going to be something like rock star. I distinctly remember hero worshiping the Kitchen brothers. The benefactor of this game (iam8bit) had assured me of a modicum of notoriety and it was certainly part of the attractiveness of the project. It was a paying project though, but certainly not the 'big bucks'. It was a lot of fun and so the money wasn't so important. I also enjoyed very much the opportunity to work through the basic control and 'physics' of a game like this. I've never really done the control portion of such a game (although I've worked on it after the fact) and although it is straight forward it was nice to have worked through all the problems myself and have produced a solid result. While researching, I became quite proficient at Mega Man in a way that I'd never thought possible. Mega Man was always just a little too hard and frustrating for me. But after all the 'research', I realize that I now posses the ability to finish the game if I so desire. The research was made all the easier by the huge mountain of data available on the Internet via posted video and data related to time attacks (speed runs). I used the disassembled code from the original Mega Man to aid me in areas where sheer pondering had left me with some mental road blocks that solving them would have taken too much time. It's interesting, doing a project such as this where I was drawing upon all my capabilities, (excluding music where I had help). I had to do the disassembly, code design, coding, debugging, planning, level design, art and label art. I like the quote that paraphrased says that first states that debugging is twice as hard as coding. If you design your code as clever as you can, then by definition you will not be able to debug it. I found debugging to be the hardest part of this project as usual. I think that this is clearly where I am able to pull something like this off and where many others will fail. This project was made at the fastest speed imaginable. I thought about it for some time did a fair amount of pre production (AKA procrastinating) on the control and physics and display. When I actually went to code, I didn't have time to work on the display, I coded as fast as I could type, and I coded for many hours without lifting. It is amazing to be in that kind of zone. I was originally just playing around in Batari Basic, with prototyping the basic Mega Man control but I soon made the decision that I wouldn't have the time to re-code the work in assembler and that there would be no way I could tackle the display issues and so I went forward with making the entire game in Batari Basic with the basic kernel. The code didn't always work but I iterated and debugging was greatly assisted by the fact that I was using a personal copy of Perforce. If it wasn't for Perforce, I would have become frustrated and given up (which takes a lot for me). I don't use Perforce so much for 'source control' as for another level of 'undo'. It comes in very handy after you've been coding and adding features for several hours and then suddenly the game doesn't work anymore. If you've checked in working version frequently, you can just go back to the previous working version, or diff against the previous working version and see where your code has turned to mud. I think I have a pretty solid engine for platforming games, and on the 2600 as well! Now I can realize my dream of making Sonic. The Boss Fight (with Elec Man) was originally coded as a seperate file. I branched the code from the basic game and then I essentially duplicated the Mega Man control/physics/display code to become Elec Man. The Elec Man AI is actually controlling Elec Man via a virtual 'joystick'. This is actually a very common technique in video game (VG) programming and VG AI. After everything was stable in the boss fight, I folded the code back in. An alternative approach would have been to just combine the binaries at the command prompt, something I did with the Amiga Boing 2.0 cart. The data and code were generated seperately and combined with copy /b I did make fairly regular use of the Stella Debugger although not nearly as much as I did on LEDhead/BLiP Football. I hate to admit it but it's probably because of the use of Batari Basic which nudged me away from using esoteric bit packed data structures. Remeber the quote, if you are too clever in your coding, you will pay in the debugging. Things that I would have liked to have done better. - Full height resolution sprites - Standard kernel Batari Basic is limited to half vertical resolution on sprites. I wish I had noticed that was on the box when I bought it! I had to redraw all my basic set of sprites around this limitation! I grew to like it in the end though because the pixels are closer to square. - More colors on sprites, 4 color flickered sprites ( Background, ColorA+ColorB, ColorA+Background, ColorB+Background) and color changing per line - A better display. The Metroid Kernel was something that Bob let me look at and use (very grateful) but I didn't have time to try to design or incorporate a better display kernel. - Sound effects. Strange that I don't have any because usually I am very much into SFX (sometimes I do them first, before anything else!) - More enemies, enemies always take more time than you imagine to code. - Ladders. No way to display them, so I left them out. http://www.atariage.com/forums/index.php?a...;showentry=3293
  17. This Saturday I'm going to Best Buy to see if Spider-Man 3 for GBA is going to be there (it's supposed to come out tomorrow). What I'm more interested in is if M&Ms: Break 'Em is going to be there (if it came out, it would have come out Monday.) And apparently, I missed Petz Vet as a 2007 GBA release. Also, I have to get my hair cut Saturday, which I really hate because it's boring and I hate getting my hair wet. And apparently nobody else has a Game Gear game list to share. And apparently GoSub is almost finished. I just have to make some minor changes and I'll post the last version on the forum. http://www.atariage.com/forums/index.php?a...;showentry=3292
  18. This Saturday I'm going to Best Buy to see if Spider-Man 3 for GBA is going to be there (it's supposed to come out tomorrow). What I'm more interested in is if M&Ms: Break 'Em is going to be there (if it came out, it would have come out Monday.) And apparently, I missed Petz Vet as a 2007 GBA release. Also, I have to get my hair cut Saturday, which I really hate because it's boring and I hate getting my hair wet. And apparently nobody else has a Game Gear game list to share. And apparently GoSub is almost finished. I just have to make some minor changes and I'll post the last version on the forum. http://www.atariage.com/forums/index.php?a...;showentry=3292
  19. I've been working on a Pong related project and I thought I would post a screen shot: // Yes, this may look like any one of 1000 different Pong simulation programs that people have written, but this one it a little bit different. The screen shot you see here was generated by doing a chip level simulation of the Pong circuit using a general purpose digital logic simulation engine. Here a little sample of the code used to define one of the score counters: CODE Me.AddPart(New Nor2("F3B", Node("L"), Node("MISSED"), Node(132))) Me.AddPart(New IC7490_4bit("C7", Node(132), Node("SRST"), Node("SRST"), Node("SCORE1_1"), Node("SCORE1_2"), Node("SCORE1_4"), Node("SCORE1_8"))) Me.AddPart(New IC74107("C8A", Node(1), Node(1), Node("SCORE1_8"), Node("/SRST"), Node("SCORE1_10"),Node("/SCORE1_10"))) Me.AddPart(New NAnd3("D8A", Node("SCORE1_1"), Node("SCORE1_4"), Node("SCORE1_10"), Node("/STOPG1"))) So, can you actually play Pong on this? You would be able to except for the problem of speed which I always knew would be a major hurdle to logic level simulation. Currently the program takes about 15 seconds to render each frame on an Athlon 64 3000+, and although this performance can probably be increased it's a long way from being truly playable. My goals on the project are two fold. First to provide a proof of concept that other people may be able to take and optimize to get better performance. Second to provide an accurate way of simulating these old discrete logic arcade games so we can see how they looked and behaved, and possibly use this information to write accurate ports of the games that run at full speed. I still have a lot of cleanup work to do on the program but then I plan to release the source and executable. After that I'd like to add some more games to it, possibly Breakout next. Dan http://www.atariage.com/forums/index.php?a...;showentry=3291
  20. I've been working on a Pong related project and I thought I would post a screen shot: // Yes, this may look like any one of 1000 different Pong simulation programs that people have written, but this one it a little bit different. The screen shot you see here was generated by doing a chip level simulation of the Pong circuit using a general purpose digital logic simulation engine. Here a little sample of the code used to define one of the score counters: CODE Me.AddPart(New Nor2("F3B", Node("L"), Node("MISSED"), Node(132))) Me.AddPart(New IC7490_4bit("C7", Node(132), Node("SRST"), Node("SRST"), Node("SCORE1_1"), Node("SCORE1_2"), Node("SCORE1_4"), Node("SCORE1_8"))) Me.AddPart(New IC74107("C8A", Node(1), Node(1), Node("SCORE1_8"), Node("/SRST"), Node("SCORE1_10"),Node("/SCORE1_10"))) Me.AddPart(New NAnd3("D8A", Node("SCORE1_1"), Node("SCORE1_4"), Node("SCORE1_10"), Node("/STOPG1"))) So, can you actually play Pong on this? You would be able to except for the problem of speed which I always knew would be a major hurdle to logic level simulation. Currently the program takes about 15 seconds to render each frame on an Athlon 64 3000+, and although this performance can probably be increased it's a long way from being truly playable. My goals on the project are two fold. First to provide a proof of concept that other people may be able to take and optimize to get better performance. Second to provide an accurate way of simulating these old discrete logic arcade games so we can see how they looked and behaved, and possibly use this information to write accurate ports of the games that run at full speed. I still have a lot of cleanup work to do on the program but then I plan to release the source and executable. After that I'd like to add some more games to it, possibly Breakout next. Dan http://www.atariage.com/forums/index.php?a...;showentry=3291
  21. Last week, after almost seven years of service, I ended my Netflix account. There were no hard feelings – I still love Netflix and I hope that they pummel Blockbuster and their crappy late fees into bankruptcy – but things change over seven years time. Thanks to the wonderful world of high speed Internet access, I now download tons of movies, shows, and documentaries to watch every week – more than we could possibly watch in a lifetime, many of which aren’t readily available for sale or rent. With the addition of PiVo in the living room, I can now watch all these downloaded things on our living room television without ever touching a keyboard. The other reason I dropped Netflix is because of Redbox. You may have already seen these kiosks outside of McDonalds or inside grocery stores. They are DVD rental kiosks. You walk up to them, insert a credit card, and rent a movie. It’s a buck for 24 hours. Keep it an extra day and they charge you another buck. Keep it twenty-five days and you own it. On their website (redbox.com) you can rent movies online and pick them up on the way home – convenient for me as I pass several of these on the way home. I was paying Netflix $20/month, averaging 10-12 movies a month. Obviously, through Redbox, the same amount of movies would cost us less. To tell you the truth I suspect I won’t be renting anywhere near that number of movies, but if I decide to, the (no commitment) option is there. http://www.atariage.com/forums/index.php?a...;showentry=3290
  22. Last week, after almost seven years of service, I ended my Netflix account. There were no hard feelings – I still love Netflix and I hope that they pummel Blockbuster and their crappy late fees into bankruptcy – but things change over seven years time. Thanks to the wonderful world of high speed Internet access, I now download tons of movies, shows, and documentaries to watch every week – more than we could possibly watch in a lifetime, many of which aren’t readily available for sale or rent. With the addition of PiVo in the living room, I can now watch all these downloaded things on our living room television without ever touching a keyboard. The other reason I dropped Netflix is because of Redbox. You may have already seen these kiosks outside of McDonalds or inside grocery stores. They are DVD rental kiosks. You walk up to them, insert a credit card, and rent a movie. It’s a buck for 24 hours. Keep it an extra day and they charge you another buck. Keep it twenty-five days and you own it. On their website (redbox.com) you can rent movies online and pick them up on the way home – convenient for me as I pass several of these on the way home. I was paying Netflix $20/month, averaging 10-12 movies a month. Obviously, through Redbox, the same amount of movies would cost us less. To tell you the truth I suspect I won’t be renting anywhere near that number of movies, but if I decide to, the (no commitment) option is there. http://www.atariage.com/forums/index.php?a...;showentry=3290
  23. My sister and brother-in-law need to part with their "puppy", a great dane. If you or anyone you know is looking for a free dog, here's a wonderful opportunity for you. If no one takes him in then they are going to torture him with a hot poker and laugh about it. Okay, not really. Instead he will probably go to the pound where someone may adopt him or they may put him to sleep. Are you willing to live with that on your conscious? I thought not. http://www.atariage.com/forums/index.php?a...;showentry=3289
  24. My sister and brother-in-law need to part with their "puppy", a great dane. If you or anyone you know is looking for a free dog, here's a wonderful opportunity for you. If no one takes him in then they are going to torture him with a hot poker and laugh about it. Okay, not really. Instead he will probably go to the pound where someone may adopt him or they may put him to sleep. Are you willing to live with that on your conscious? I thought not. http://www.atariage.com/forums/index.php?a...;showentry=3289
  25. Yes, indeed Atari released this cart back in 1990. Didn't you know? // http://www.atariage.com/forums/index.php?a...;showentry=3288
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