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The 6502 Workshop team is thrilled to announce that 8-bit RPG Nox Archaist has been released! Journey with us back in time to the 1980s an experience an adventure inspired by classics like Ultima and Bard's Tale. Lord British himself has traveled to Vali, the world of Nox Archaist, to help thee on thy quest! Game Trailer https://youtu.be/zeMIDv7xYr0 We would love to put a collector's edition box in your hands, featuring cover art by Denis Loubet, or set you up with the Digital Edition. Collector's edition includes: *Game box with full color art *Printed manual (cover painting by Denis Loubet) *Cloth map *Coin of the Realm *More! Available to order now!
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I give it a try with Phantasie II. It plays more like the first Phantasie. Even spells use the same numbers too. On Apple // the gameplay is unchanged. The main strategy is the same: never going far away too soon until your party levels up. Atari St offers better pictures with a cool animating guard in towns. Most of times, you use your mouse for some actions. The problem with the ST, the cursor moves too fast. I don't know if it's a problem with the emulator Saint St or the game. Most of times, especially in fight, flee button is more used than attack. I miss lots of exps and gold because of this. I prefer playing Phantasie II on Apple II because this version uses keyboard instead of mouse.
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I played Phantasie few days ago. It's a fun game. I started a new game. IBM PC is easy to start. You create new characters with the menu. You move your party with arrow keys. Sometimes but not always, a horde of enemy can attack you even if you just started a new game. The best strategy is to save before going outside. It's better to level up before going further. Speaking of save, you can save in the town but you can't restore. You need to restart the game to restore from title screen. Apple // version is more complicated. This version does not show a list of available characters. You need to type the number of the character you want to add in the team. Unlike PC version, you need to press N, W, E and S to move your party in the world. Also you need to add all characters to the party each time you restore the game. You don't need that in PC version. Beside the difference the two versions, Phantasie plays the same way. You fight to level up and you find treasures. It's a shame SSI didn't release Phantasie II on PC. I will play Phantasie II on Apple // instead. Phantasie III is available on PC.
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Announcing the Fair Play edition of Deathmaze 5000. This is a fan revision of an escape room type game from 1980. Puzzle designs are improved to eliminate unfair elements such as pointless objects, moon logic, opaque causation, and inconsistent behaviors. I hope the beauty of the original can now shine in a more satisfying way. Play now at https://github.com/sean-gugler/DeathmazeFairPlay Full source code is there as well. Mind the spoilers!
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MAME 0.226 You know what day it is? It’s MAME 0.226 day! A lot has happened in this development cycle, and plenty of it is worth getting excited about! First of all, there’s a change that affects all systems with keyboard inputs, including most computers. MAME now allows you to activate and deactivate keyboard and keypad inputs per emulated device in the Keyboard Mode menu. When a system has multiple keyboards (for example a computer with a terminal connected to a serial port), you can choose which keyboard you want to type on rather than effectively typing on all the keyboards at once. If a system has multiple devices with keyboard inputs, MAME will start with only one enabled by default. Sadly, MAME doesn’t have mind-reading capabilities yet, so it may not always choose the keyboard you want to type on. If you find you can’t type on an emulated computer, check that the right keyboard is enabled in the Keyboard Mode menu. Another batch of layout/artwork system updates are ready this month. More image formats are supported, several long-standing alignment and clipping bugs have been fixed, more parameter animation features are available, and external artwork loads faster. Lots of systems using built-in layouts look prettier, but Cosmo Gang probably shows the biggest improvement in this release (yes, the electromechanical redemption game). Try it out in MAME 0.226, and maybe do a before/after comparison to see how far we’ve come. Apple II systems have seen some significant development this month. Firstly, a number of issues with demos using raster split effects have been fixed. The Apple II has no hardware support for raster effects, so these demos rely on open bus read behaviour to work out what the video hardware is doing. Getting this to work requires precise emulation of memory access timings. Secondly, two parallel printer cards are now working: Orange Micro’s popular Grappler+ and Apple’s Parallel Interface Card. The Grappler+ is well-supported by Apple II software and provides a better out-of-the-box experience if you want to try one of them. Sega’s Tranquillizer Gun was a somewhat ambitious title for 1980, but was largely overlooked at the time. It’s finally fully emulated in MAME, with audio emulation and protection simulation being added in this release. We’ve also added support for Must Shoot TV, an unreleased prototype developed at Incredible Technologies. Step into the shoes of disgruntled ITS Cable employee Chuck and go on a rampage! Far more has been added this month than we can cover in detail here, like another batch of TV games (including several Vs Maxx titles), support for Mattel Aquarius CAQ format cassette images, and working Sega Mega Play games. You can read all the updates in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page. Read the rest of this entry »
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All Magazines and Newsletters are bagged and boarded and I can ship worldwide no problem and ensure that the items are delivered in one piece. If you're interested in individual photos of any one magazine let me know and I can gladly provide them for you! II Alive ($7 each plus shipping) II Alive, Vol. 2 No. 1, Mar/Apr 94 II Alive, Vol. 1 No. 6, Jan/Fed 94 A+ ($7 each plus shipping) A+: The Independent Guide for Apple Computing, Volume 3 Issue 9, February 1985 A+ The Independent Guide for Apple Computing, March 1985, Volume 3 Issue 10 Apple Library Users Group Newsletter ($20 each plus shipping) Apple Library User's Group Newsletter Vol. 7 No. 3, July 1989 Apple Library User's Group Newsletter Vol. 8 No. 4, October 1990 Apple Library User's Group Newsletter Vol. 8 No. 3, July 1990 Apple Library User's Group Newsletter Vol. 8 No. 2, April 1990 Apple Library User's Group Newsletter Vol. 8 No. 1, January 1990 Apple Library User's Group Newsletter Vol. 9 No. 4, October 1991 Apple Library User's Group Newsletter Vol. 9 No. 3, July 1991 Apple Library User's Group Newsletter Vol. 9 No. 2, April 1991 Apple Library User's Group Newsletter Vol. 9 No. 1, January1991 Apple Library User's Group Newsletter Vol. 10 No. 4, October 1992 Apple Library 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1994 Neat Notes, Volume 17 Nos. 1&2, January/February 1995 Neat Notes, Volume 17, No. 3, March 1995 Neat Notes, Volume 17, No. 4, April 1995 Neat Notes, Volume 17, Nos. 5 & 6, May/June 1995 Neat Notes, Volume 17, No. 7, July 1995 Neat Notes, Volume 17, Nos. 9&10, September/October 1995 Neat Notes, Volume 17, Nos. 11&12, November/December 1995 Neat Notes, Volume 18, No. 1, January 1996 Neat Notes, Volume 18, No. 2 , February 1996 Neat Notes, Volume 18, No. 3, March 1996 Neat Notes, Volume 18, No. 4, April 1996 Neat Notes, Volume 18, No. 5, May 1996 Neat Notes, Volume 18, No. 6, June 1996 Neat Notes, Volume 18, No. 7, July 1996 Neat Notes, Volume 19, Nos. 1-3, January/February/March 1996 Neat Notes, Volume 19, No. 7, July 1997 Neat Notes, Volume 19, No. 7, September 1997 Neat Notes, Volume 19, No. 10, November 1997 Neat Notes, Spring, 1999 Juiced.GS ($10 each plus shipping) Juiced.GS, Late Summer 1996, Volume 1 Issue 3 Juiced.GS, Fall 1996, Volume 1 Issue 4 Juiced.GS, Spring1997, Volume 2 Issue 2 Juiced.GS, Late Summer 1997, Volume 2 Issue 3 Juiced.GS, Fall 1997, Volume 2 Issue 4 Juiced.GS, June 1998, Volume 3 Issue 2 Juiced.GS, September 1998, Volume 3 Issue 3 Juiced.GS, December1998, Volume 3 Issue 4 Juiced.GS, March 1999, Volume 4 Issue 1 Juiced.GS, June 1999, Volume 4 Issue 2 ApplePress ($5 each plus shipping) ApplePress, July/August 1993 ApplePress, March 1993 ApplePress, September 1992 ApplePress, July 1992 ApplePress, June 1992 ApplePress, Febuary 1992 ApplePress, January 1992 ApplePress, December 1991 ApplePress, November 1991 ApplePress, October 1991 ApplePress, September 1991 ApplePress, August 1991 ApplePress, April 1991 ApplePress, March 1991 ApplePress, December 1990 ApplePress, November 1990 ApplePress, August 1990 ApplePress, July 1990 ApplePress, May 1988, Vol. III No. 4 ApplePress, Spring 1988, Vol. III No. 3 ApplePress, December 1985, Vol. I No. 2 Appleseed ($5 each plus shipping) Appleseed, July 1982 Appleseed, August 1982 Appleseed, September 1982 Appleseed, November 1982 Appleseed, January 1983 Appleseed, September 1983 Appleseed, October 1983 Appleseed, November 1983 Appleseed, December 1983 Apple-Works Forum ($7 each plus shipping) Apple-Works Forum, April 1989, Volume IV No. 4 Apple-Works Forum, May 1989, Volume IV No. 5 Apple-Works Forum, June 1989, Volume IV No. 6 Apple-Works Forum, July 1989 (Special Issue!), Volume IV No. 7 Apple-Works Forum, August 1989, Volume IV No. 8 Apple-Works Forum, September 1989, Volume IV No. 9 Apple-Works Forum, October 1989, Volume IV No. 10 Apple-Works Forum, November 1989, Volume IV No. 11 Apple-Works Forum, December 1989, Volume IV No. 12 Apple-Works Forum, January 1990, Volume V No. 1 Apple-Works Forum, February 1990, Volume V No. 2 Apple-Works Forum, March 1990, Volume V No. 3 Apple-Works Forum, April 1990, Volume V No. 4 Apple-Works Forum, May 1990, Volume V No. 5 Apple-Works Forum, June 1990, Volume V No. 6 Apple-Works Forum, July 1990, Volume V No. 7 Apple-Works Forum, August 1990, Volume V No. 8 Apple-Works Forum, September 1990, Volume V No. 9 Apple-Works Forum, October 1990, Volume V No. 10 Apple-Works Forum, November 1990, Volume V No. 11 Apple-Works Forum, December 1990, Volume V No. 12 Apple-Works Forum, January 1991, Volume VI No. 1 Apple-Works Forum, February 1991, Volume VI No. 2 Apple-Works Forum, March 1991, Volume VI No. 3 Apple-Works Forum, April 1991, Volume VI No. 4 Apple-Works Forum, May 1991, Volume VI No. 5 Apple-Works Forum, June 1991, Volume VI No. 6 Apple-Works Forum, July 19901 Volume VI No. 7 Apple-Works Forum, August 1991, Volume VI No. 8 Apple-Works Forum, September 1991, Volume VI No. 9 Apple-Works Forum, October 1991, Volume VI No. 10 Apple-Works Forum, November 1991, Volume VI No. 11 Apple-Works Forum, December 1991, Volume VI No. 12 Apple-Works Forum, January 1992, Volume VII No. 1 Apple-Works Forum, February 1992, Volume VII No. 2 Apple-Works Forum, March 1992, Volume VII No. 3 Apple-Works Forum, April 1992, Volume VII No. 4 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MAME 0.222 MAME 0.222, the product of our May/June development cycle, is ready today, and it’s a very exciting release. There are lots of bug fixes, including some long-standing issues with classics like Bosconian and Gaplus, and missing pan/zoom effects in games on Seta hardware. Two more Nintendo LCD games are supported: the Panorama Screen version of Popeye, and the two-player Donkey Kong 3 Micro Vs. System. New versions of supported games include a review copy of DonPachi that allows the game to be paused for photography, and a version of the adult Qix game Gals Panic for the Taiwanese market. Other advancements on the arcade side include audio circuitry emulation for 280-ZZZAP, and protection microcontroller emulation for Kick and Run and Captain Silver. The GRiD Compass series were possibly the first rugged computers in the clamshell form factor, possibly best known for their use on NASA space shuttle missions in the 1980s. The initial model, the Compass 1101, is now usable in MAME. There are lots of improvements to the Tandy Color Computer drivers in this release, with better cartridge support being a theme. Acorn BBC series drivers now support Solidisk file system ROMs. Writing to IMD floppy images (popular for CP/M computers) is now supported, and a critical bug affecting writes to HFE disk images has been fixed. Software list additions include a collection of CDs for the SGI MIPS workstations. There are several updates to Apple II emulation this month, including support for several accelerators, a new IWM floppy controller core, and support for using two memory cards simultaneously on the CFFA2. As usual, we’ve added the latest original software dumps and clean cracks to the software lists, including lots of educational titles. Finally, the memory system has been optimised, yielding performance improvements in all emulated systems, you no longer need to avoid non-ASCII characters in paths when using the chdman tool, and jedutil supports more devices. You can read about all the updates in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page.
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I just recently obtained a couple of sealed gems. Looking to possibly see what the market is for them. Apple II: Phantasie III The Wrath if Nikademus commodore 64: Hacker II The Doomsday Papers they are both in mint condition sealed Anyone have any information or avenues to sell them?
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After a month or so of waiting, the enhancement kit (consisting of four replacement roms and a 65C02 CPU) for my Apple IIe arrived. I decided to save a bit over ordering from Reactive Micro by buying it from a seller on Ebay, which was a mistake. It certainly appears to be vintage (which I honestly don't care about) but it took a month to arrive and was packed in such a way that the pins on half the ROMs were badly crushed. I'm shocked I was able to bend them all back into place without snapping any off. The enhancement kit made the IIe a bit more compatible with the IIc. It adds new characters (MouseText), a CPU upgrade (65C02 from 6502) and some other minor tweaks. The big deal for me was compatibility with ProTerm, a terminal software. I was ready to plug the WiModem232 in and flash back to my prime BBSing days when ... I realized I need a gender changer. Change of plans. I already have the IIe hooked up to my Raspberry Pi for ADTPro so I figured I'd get the Pi to act like a modem. This was much easier than I expected (so easy, that in retrospect I kind of wasted my money on the WiModem232) and basically consisted of using the serial <-> usb cables I already had hooked up, doing a quick compile from a git repo and running "tcpser -s 19200 -d /dev/ttyUSB0." And success! Spent a bit of time poking around the Captain's Quarters BBS, which I believe is running from an actual Apple II. I also tried visiting a few other BBS's I frequent (The Agency and The Black Flag) but none of them really work well from an Apple II. They're targeted towards the ANSI-heads of the mid 90's, and the poor Apple IIe just can't display or send the characters their menus expect. Tonight or tomorrow I'll telnet into the Pi and try using Alpine, Lynx and other tools to browse the Intarwebs. Next up on the TODO list: I have a BOOTI preordered, which will let me mount a USB drive as a hard drive (and then I can run stuff like the Total Replay game collection.) Then I need to get a Mockingboard or Phazor for sound. I'm still slowly playing my way through Wizardry too - don't want to jump to Ultima III before I have a Mockingboard.
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MAME 0.217 What better way to celebrate Christmas than with a new MAME release? That’s right – MAME 0.217 is scheduled for release today. Just a reminder, this will be the last MAME release that we distribute a pre-built 32-bit Windows binary package for. Compiling for 32-bit targets will still be supported, but you’ll have to build MAME releases yourself starting from next month. This will also be the last release with source code distributed in the “zip in zip” archive format. We recommend getting source code by cloning a tagged revision from one of our version control mirrors (GitHub, GitLab or SourceForge), or you can use the P7ZIP tools to extract the self-extracting 7-Zip source archive. For MAME 0.217, we’ve switched the Windows tool chain to GCC 9.2.0, and uploaded an updated tools package (the minimum supported GCC version has not changed). With all the housekeeping announcements out of the way, we can get to those juicy updates. The most exciting thing this month is the recovery of the Sega Model 1 coprocessor TGP programs for Star Wars Arcade and Wing War, making these games fully playable. We’ve been working on Virtua Fighter as well, and while the graphics are greatly improved, there are still some gameplay issues as of this release. In other arcade emulation news, sasuke has been busy fixing long-standing graphical issues in Nichibutsu games, and AJR has made some nice improvements to the early SNK 6502-based games. On the home system side, there are some nice Sam Coupé improvements from TwistedTom, support for Apple II paddle controllers, a better Apple II colour palette, and significant improvements to Acorn RiscPC emulation. TV game emulation is progressing steadily, with two Lexibook systems, the Jungle Soft Zone 40, and the MiWi 16-in-1 now working. For front-end developers, we’ve added data to the XML list format allowing you to handle software lists enabled by slot card devices (there are a few of these for Acorn and Sinclair home computers). The minimaws sample script has been updated to demonstrate a number of tasks related to handling software lists. For MAME contributors, we’ve made save state registration a bit simpler, and more manageable in the debugger. You can get the source and Windows binary packages from the download page.
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I'm trying to track down a user's manual for the AST Multi I/O card. It is supposed to provide parallel and serial ports, as well as a system clock for the Apple II. I managed to locate a utilities disk image for the card on Asimov but I have been unable to find any written documentation. It has a series of jumpers and DIP switches that, without some functional understanding, are useless. Any help is appreciated.