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Showing results for tags 'Noob'.
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I searched and couldn't find a topic like this- if I need to post this in a different forum please let me know. My wife and I just started playing Monster Hunter: World; it's a crazy huge game, lol. My wife and I could really use some tips for beginning noob adventurers from folks that have already played- I can Google the stuff as well as any but I find that player experiences are a lot more helpful to me. I know one person suggested the Insect Glaive so I'm checking that out along with the dual blades, but i see already that i'm going to need to devote some time into looking at what different things do. Also the 'i did this and it TOTALLY didn't work' stories are good, too! Thanks in advance!
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Greetings Apple faithful! I'm a TI-99 guy who once owned an Apple ][+ and the Apple ][e. I fondly remember playing F-15 Strike Eagle and Space Eggs... I think it was? Yesterday I returned to Apple ][ ownership with a $10 deal: Apple Monitor + Apple //c + Atari 5200. They've been cleaned up and now I need tips from you experts on my next move. Power Supply: I see some deals on eBay for the DIN-7 Toshiba power supply. Is this the way to go? How about a cable for the video/audio? Are their and SD-card mods available? How about memory expansion or anything else I may wish to do as far as modding? Where's the best source for software? Any hard drive options? Thanks in advance! -james
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Serial lurker here... I've been collecting 2600 for some time now. But I'm at the point where buying games is stale... nothing but $50+ games I need on ebay. So Im very interested in starting to collect 7800. I've never owned one but I understand the serials staring with A1 OR A2 are the ones to get. Anything else I should be looking out for? I'm frugal, but the rarer and cheaper I can get the better. dropping hundreds ATM isn't an option. Besides specific serials or models would anything else that would indicate early production runs etc? Oh, and games... I need a good top 10 to start with. Cheaper the better. But games usually come as the deals do. I'm really excited to start this collection process. But I need a clean system first. Thanks so much in advance!
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Having recently got back into my old haunt of computers from the 80s and early 90s, I've accumulated quite a pile of them, including 2 ZX81s, a 48k Spectrum, an Amiga A1200, Atari 800XL in stunning condition, an STfm that was damaged in transit but still works (case was bust on one corner), and now an STe. This is again in really good condition, but needs a Retr0bright job on the keyboard, which I'm going to test with the one from the spare ST. As to the electronicals, it looks to be in good shape as far as components go, but I think I have the first TOS, and the dodge DMA chip with the -01 coding. Here's an over-view of the board in pictures: Nothing too weird there apart from the apparent scribble around the mouse ports, but if you can see anything bad, let me know as I want to put this in good order for use with a CosmosEX and such. The only visible problem is with the PSU, which is evidencing a slightly bulging cap on the board, as you can possibly see below. The rest look ok, but would it be sensible to replace them all while I have the soldering iron out? Here's a shot of the TOS chips and the DMA chip. Am I right about the latter, and where can I get myself a new one if I'm to fix it for use with the CosmosEX? I've got a 4160STe badge ready to put on the case, but I want to make sure I'm not already rockin' the 4mb RAM before I lash out on the extra SIMMs. If anyone can tell me off the top of their head if that's the 256kb or 1024kb SIMM, I'd be grateful, but I'm off to Google up the chip numbers myself for good measure as soon as I've finished here Finally a close-up of the "crayon", which either suggests someone's kids have been scribbling on the mobo in the past, or it's some kind of internal checklist at the factory? Me dunno. I'm a bit stuffed for content for Ste at the moment though, as although the FDD works, I have no PCs with built-in floppy controllers to write any disks for memory check routines etc., and my USB FDD is useless with the two DSDD disk writing/reading utilities I've found so far. After I've sorted the DMA issue, I'll be using the CosmosEX to house my pre-existing RasPi, which will have finally found a use!
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So hey there^^ I've decided to pick up and start learning bB and using the visual tool recently. To be honest,I've got more of a background in art, I've never programmed a day in my life before recently. Unfortunately, all of the information I've found so far seems really disorganized and I haven't found any sort of hub or directory that shows examples of code and explaining how the information actually works. I've had a few problems so far, but I know how to do part of what I want. If anyone could point me in the right directions when it comes to specific tutorials/ part of guides and such, that would be great. The project itself is called "Magnificent Heist" it's a top-down, Zelda-style, stealth based dungeon crawler where you play as a thief and have to evade lasers, spotlights, and security guards as you go deeper through a building to burgle treasure. Things I can do/ know I can do: - Create and place sprites (multiple copies of one as well) on a playfield - sprite animation multicolor sprite/pfcolor kernels (also the no_blank_line) - missile creation (I won't it for this project, however) - programming lives/ how to lose them - sound effects - items (temporarily invisibility cloaking device) Things I've struggled with: - creating working controls for the player - proper playfield dimensions/structure (how to form a "good" screen that's big and isn't cut off when emulated, how to design a level for the 2600) - Keeping Code Organized ( as the project gets bigger, I'm wondering how I'm going to keep everything straight/in their own sections) Things I'll need to figure out/learn eventually for this project - Title Screen - moving from one screen to another - applying a transition animation to that screen change (similar to the Zelda transition when you move screens) - Enemy logic (A spotlight/ guard chasing you if you get to close to a guard or touch a spotlight it and lose health/ a life to it once) - multiple "floors" with a few rooms on each floor, possibly the need to search the rooms for a key to get to the next floor - progressive difficulty with each floor - end goal that sends back to title screen So yeah, if anyone could give me some advice or point me in the right direction that would be great. As of posting this, my current issue is the inability to get the player character to move. I'm at work on my phone, so I'll have to wait until later to share the file/code, but If anyone has more advice, thoughts, scathing criticism, etc. I'd love to hear that as well ^^
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Hi, three things first: 1) I've never used SDX and not even loaded a program for it 2) I know the file format though and wrote a parser for it 3) I know 1) and 2) are a somehow a contradiction, but who said this forum is for logical questions only I have a program here as source that was done for SDX. The author (mono) uses the CPP pre-processor because the code uses symbols relative to COMTAB. The latter I assume is the base address for all system routines, like the EXEC ($0004) pointer under Amiga OS. ; In asm source you must include: ; #include "sdxdef.icl" ; and assembly with: ; $ cpp -P source.asm -o source.a && mads source.a DECOUT2 = COMTAB-21 The reason behind using the pre-processor seems to be that MADS cannot result definition like the one above if COMTAB is a relocated symbol. And when I replace DIVA = COMTAB+255 DIVB = COMTAB+$103 FACA = COMTAB+255 FACB = COMTAB+$103 RESI = COMTAB+$107 by FACA SMB 'FACA' FACB SMB 'FACB' RESI SMB 'RESI' it all compiles fine with MADS without the pre-processor but will must likely not load because RESI for example will not be resolved. What's the reason behind this? Does the SDX loader only resolve a subset of the entries known in this "COMTAB"? If yes, why? I'd assume all entries in COMTAB are "public" (at least the code above anyway codes against that assumption/offsets).
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I've finally got Visual batariBasic to compile, but it compiles to nothing! I went to check the files, and I found out that when it compiles to the .asm files there's no information in it. So, when it compiles to .bin, there's, yet again, nothing there. Does anybody know why it's doing that and how to stop that? Thanks in advance. I'm using Windows 8 with Stella if that means anything.