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Found 265 results

  1. From the album: lulrik collection

    intellivision by matel electronics SECAM model

    © lulrik

  2. In some stuff we got from David Chandler's estate, there was a videotape from December, 1981, that appears to be test video of the Super-STIC, which Keith had indicated entered development in 1982. I guess that story isn't completely right.
  3. Hi there, I am trying to get a controller to work properly. I cut the cord and attempted to solder the wires on to the connector and being inexperienced I didn't do a very good job. Any way to fix this problem any easier?
  4. Hello everyone, I am Oscar Kenneth, from Kai Magazine (Developer of Ninja Odyssey). Here we are again to let you know that we FINISHED the second game for Intellivision (now it is in beta-testing process) and that it will be published by Elektronite on April if the betatesting process checks out. The game’s name is: TNT Cowboy An explosive Western Action RPG. Imagine playing a game such as Zelda or Final Fantasy, in which you defeat your enemies by blowing them up with TNT charges. Yes, this game is a full blown action RPG with experience points, level ups, money, quests, etc, but also, the combats have Bomberman elements. Just watch the video and you will understand (NTSC colors): https://youtu.be/Ws0aIlTEql0 It can’t be appreciated on the video but the game works completely smooth at 60 fps (50fps on Pal/Secam) but the video conversion and emulator and vsync problems make it impossible for me to record a 1:1 video. This game also features a real time shadow system which modifies the shadow casted by the solid elements in the game as they change (due to the explosions) and the main character gets affected by the shadows as well. This game took us thousands of man hours to complete and it is really big. There is a full screen intro with several images, an ending with the same, several complex BGM, many many areas to play etc. The game is more than 200Kb big, which if I am not mistaken, it is the biggest finished game for Intellivision ever created (not demo, there are bigger demos). I usually make Kai Magazine covers myself (such as Ninja Odyssey and many of our other previous games) but for this game I hired a professional cover artist who did a really nice job. I also hired a music composer and I wrote and adapted the music on Intellivision format. We all went the extra mile for this game to make it as big as we could. I really hope you like it and that you will support it so we can continue making games for Intellivision. On that regard, I can tell you that we started the development on the third game already. “Antropomorphic Force” will be a fast-paced frenetic Sci-Fi Arcade Space Shooter with humanoid shaped robots, weird aliens, multiple scroll layers, multi-colored sprites (player and enemies) and lots and lots of stuff moving on the screen at the same time. We will show you something as the game advances further, but I can tell you that it already looks better than Ninja Odyssey and TNT Cowboy. As we learn more about the Intellivision hardware we can do better stuff. Thank you everyone for your support! Special thanks to Elektronite, Artrag, Nanochess,Victor Sanchez, Miguel Angel Jimenez and Xavi Sorinas for making this possible!
  5. My last update to jzIntv was over 7 months ago. That doesn't mean I haven't touched jzIntv. Au contraire! I've added support for ECS cassette and printer, I've extended the debugger, I've added "raw input" mode for controllers such as the Retronic USB, and so on. See below for full details. Find it here: http://spatula-city.org/~im14u2c/intv/ ________ Release notes for 2018-12-25. Updates since 2018-05-09. --------------- New features: --------------- * Added Carl Mueller's IDIV, JDIV, ISQRT. This was an oversight from long ago, and now these are added under jzintv/examples/library/. * Raw-bits mode for controller adaptors such as Retronic that can provide raw input bits from native controllers. See PDxx_BIT_x in jzintv/doc/jzintv/kbdhackfile.txt & jzintv/doc/jzintv/retronic-usb-raw.kbd. * Debugger features: (see jzintv/doc/debugger.txt for updated docs) b? lists active breakpoints t? lists active tracepoints w? lists active write-watches @? lists active read-watches ?? outputs the debugger's current status * Add "button" mode to support analog joysticks that have analog buttons that report themselves as analog axes. * Add support for saving/loading ECS cassettes and printing to the ECS printer. ---------- Changes: ---------- * Updated the NTSC and PAL palettes based on experiments with TV capture cards and eyeballing several games. (Congo Bongo is a tough one to nail.) Also, NTSC and PAL now have different palettes. * macOS builds are now 64-bit only, driven by recent changes in macOS. jzIntv should still run with OSX 10.7.x or later. * A raw semicolon ';' in a kbdhackfile now introduces a comment. To bind the semicolon event, use the word SEMICOLON. ------------------------- Cleanups and bug fixes: ------------------------- * Fix "voice_compat" in internal ROM database. It accidentally requested ECS rather than Intellivoice for known voice games. * Myriad fixes to allow compiling with MSVC, along with an MSVC Makefile. * Myriad fixes to allow compiling with Clang from Xcode. * Many waves of 'const' correctness, and occasional 'restrict' qualifiers. * Many 'sanitizer' directed fixes. * Many minor memory leaks cleaned up. * Fix event scanning to actually allow <5ms granularity. Deepened the event queue as well. * Fix JSx_BTN_28, which has been b0rken for almost 20 years. * Fix the spelling of ecs_compat, version, publisher in metadata code. * Improve handling of build/release dates in metadata. * Fix HH:MM parsing for UTC offsets in metadata. * Remove C++14-isms; restrict to C++11 as baseline. * Use modern C++ style casts and 'nullptr' rather than 0/NULL in C++ code. * Fix include guards to not use _CAPS, but rather CAPS_. * Fall back to ECS-disabled if game sets ecs_compat to "enhanced" but no ecs.bin is available. * Fix documentation for -J flag in --help info. * Only print "diagonal bias" for 4diag mode in joystick status output. ------- Misc: ------- * Experimental Emscripten build. * Experimental Termux build.
  6. Hi all, long time lurker, first time poster. I'm thinning out my retro collection and don't have much nostalgia for a few systems so some flashcarts have to go. Feel free to check out my eBay profile (kynikos23) for feedback. Schell Electronics Cuttle Cart 3 (Intellivision) - $500 OBO Atarimax Ultimate SD (Colecovision) - $110 OBO AtariAge Harmony Cartridge (Atari 2600) - $50 OBO Colecovision AV mod - $15 OBO SD cards NOT included. Items will be shipped out via USPS with tracking. See Imgur album below for photos - PM me with any questions. Thanks! https://imgur.com/a/OGR6zF4
  7. Just curious what I could use or if I could get a replacement cord for an intellivision 1 and possibly if someone wants to help how to connect the cable? I haven't even opened it up yet to take a look. The system is out of the city at the moment but wouldn't mind some advice. Thanks.
  8. To whom it may concern, a small and fast snippet useful for bullet aiming and other game mechanics. The code is fully tested and optimized, ready to be used by coders in the IntyBASIC Programming Contest 2018. PS The post is about the function ATAN2(), sine and cosine come for free. '''''''''''''''''''''''''''''''''''''''''''''''' ' ;;;;;;;; atan(2^(x/32))*128/pi ;;;;;;;; atan_tab: data $20,$20,$20,$21,$21,$22,$22,$23,$23,$23,$24,$24,$25,$25,$26,$26 data $26,$27,$27,$28,$28,$28,$29,$29,$2A,$2A,$2A,$2B,$2B,$2C,$2C,$2C data $2D,$2D,$2D,$2E,$2E,$2E,$2F,$2F,$2F,$30,$30,$30,$31,$31,$31,$31 data $32,$32,$32,$32,$33,$33,$33,$33,$34,$34,$34,$34,$35,$35,$35,$35 data $36,$36,$36,$36,$36,$37,$37,$37,$37,$37,$37,$38,$38,$38,$38,$38 data $38,$39,$39,$39,$39,$39,$39,$39,$39,$3A,$3A,$3A,$3A,$3A,$3A,$3A data $3A,$3B,$3B,$3B,$3B,$3B,$3B,$3B,$3B,$3B,$3B,$3B,$3C,$3C,$3C,$3C data $3C,$3C,$3C,$3C,$3C,$3C,$3C,$3C,$3C,$3D,$3D,$3D,$3D,$3D,$3D,$3D data $3D,$3D,$3D,$3D,$3D,$3D,$3D,$3D,$3D,$3D,$3D,$3D,$3E,$3E,$3E,$3E data $3E,$3E,$3E,$3E,$3E,$3E,$3E,$3E,$3E,$3E,$3E,$3E,$3E,$3E,$3E,$3E data $3E,$3E,$3E,$3E,$3E,$3E,$3E,$3E,$3E,$3E,$3E,$3E,$3F,$3F,$3F,$3F data $3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F data $3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F data $3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F data $3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F data $3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F ' ;;;;;;;; log2(x)*32 ;;;;;;;; log2_tab: data $00,$00,$20,$32,$40,$4A,$52,$59,$60,$65,$6A,$6E,$72,$76,$79,$7D data $80,$82,$85,$87,$8A,$8C,$8E,$90,$92,$94,$96,$98,$99,$9B,$9D,$9E data $A0,$A1,$A2,$A4,$A5,$A6,$A7,$A9,$AA,$AB,$AC,$AD,$AE,$AF,$B0,$B1 data $B2,$B3,$B4,$B5,$B6,$B7,$B8,$B9,$B9,$BA,$BB,$BC,$BD,$BD,$BE,$BF data $C0,$C0,$C1,$C2,$C2,$C3,$C4,$C4,$C5,$C6,$C6,$C7,$C7,$C8,$C9,$C9 data $CA,$CA,$CB,$CC,$CC,$CD,$CD,$CE,$CE,$CF,$CF,$D0,$D0,$D1,$D1,$D2 data $D2,$D3,$D3,$D4,$D4,$D5,$D5,$D5,$D6,$D6,$D7,$D7,$D8,$D8,$D9,$D9 data $D9,$DA,$DA,$DB,$DB,$DB,$DC,$DC,$DD,$DD,$DD,$DE,$DE,$DE,$DF,$DF data $DF,$E0,$E0,$E1,$E1,$E1,$E2,$E2,$E2,$E3,$E3,$E3,$E4,$E4,$E4,$E5 data $E5,$E5,$E6,$E6,$E6,$E7,$E7,$E7,$E7,$E8,$E8,$E8,$E9,$E9,$E9,$EA data $EA,$EA,$EA,$EB,$EB,$EB,$EC,$EC,$EC,$EC,$ED,$ED,$ED,$ED,$EE,$EE data $EE,$EE,$EF,$EF,$EF,$EF,$F0,$F0,$F0,$F1,$F1,$F1,$F1,$F1,$F2,$F2 data $F2,$F2,$F3,$F3,$F3,$F3,$F4,$F4,$F4,$F4,$F5,$F5,$F5,$F5,$F5,$F6 data $F6,$F6,$F6,$F7,$F7,$F7,$F7,$F7,$F8,$F8,$F8,$F8,$F9,$F9,$F9,$F9 data $F9,$FA,$FA,$FA,$FA,$FA,$FB,$FB,$FB,$FB,$FB,$FC,$FC,$FC,$FC,$FC data $FD,$FD,$FD,$FD,$FD,$FD,$FE,$FE,$FE,$FE,$FE,$FF,$FF,$FF,$FF,$FF data $FF ' trick to cope with 256 '----------------------------------------------- ' Source: https://www.msx.org/forum/msx-talk/development/8-bit-atan2?page=0 ' 8-bit atan2 ' Calculate the angle, in a 256-degree circle. ' The trick is to use logarithms to get the y/x ratio and ' integrate the power function into the atan table. ' input ' #dx_in, #dy_in in -256,255 ' ' output ' angle in 0-255 ' ^ ' q1 | q0 '------+------> ' q3 | q2 ' | signed #dx_in signed #dy_in atan2: procedure if (#dy_in>0) then if (#dx_in>0) then gosub atan2_q0 ' q0 else #dx_in=-#dx_in ' q1 gosub atan2_q0 angle = (-angle) and $7F return end if else if (#dx_in>0) then #dy_in=-#dy_in ' q2 gosub atan2_q0 angle = -angle return else #dx_in=-#dx_in ' q3 #dy_in=-#dy_in gosub atan2_q0 angle = angle + 128 return end if end if return end atan2_q0: procedure if (#dx_in>=#dy_in) then angle = (-atan_tab(log2_tab(#dx_in)-log2_tab(#dy_in))) and $3F else angle = atan_tab(log2_tab(#dy_in)-log2_tab(#dx_in)) end if return end ';;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ' input ' angle in 0-255 ' ' output ' #dy_out = sin(angle) in -256,256 ' #dx_out = cos(angle) in -256,256 getsincos: procedure #dy_out = #sin_table(angle) #dx_out = #cos_table(angle) end #sin_table: data 0, 6, 12, 18, 25, 31, 37, 43, 49, 56, 62, 68, 74, 80, 86, 92 data 97, 103, 109, 115, 120, 126, 131, 136, 142, 147, 152, 157, 162, 167, 171, 176 data 181, 185, 189, 193, 197, 201, 205, 209, 212, 216, 219, 222, 225, 228, 231, 234 data 236, 238, 241, 243, 244, 246, 248, 249, 251, 252, 253, 254, 254, 255, 255, 255 #cos_table: data 256, 255, 255, 255, 254, 254, 253, 252, 251, 249, 248, 246, 244, 243, 241, 238 data 236, 234, 231, 228, 225, 222, 219, 216, 212, 209, 205, 201, 197, 193, 189, 185 data 181, 176, 171, 167, 162, 157, 152, 147, 142, 136, 131, 126, 120, 115, 109, 103 data 97, 92, 86, 80, 74, 68, 62, 56, 49, 43, 37, 31, 25, 18, 12, 6 data 0, -6, -12, -18, -25, -31, -37, -43, -49, -56, -62, -68, -74, -80, -86, -92 data -97, -103, -109, -115, -120, -126, -131, -136, -142, -147, -152, -157, -162, -167, -171, -176 data -181, -185, -189, -193, -197, -201, -205, -209, -212, -216, -219, -222, -225, -228, -231, -234 data -236, -238, -241, -243, -244, -246, -248, -249, -251, -252, -253, -254, -254, -255, -255, -255 data -256, -255, -255, -255, -254, -254, -253, -252, -251, -249, -248, -246, -244, -243, -241, -238 data -236, -234, -231, -228, -225, -222, -219, -216, -212, -209, -205, -201, -197, -193, -189, -185 data -181, -176, -171, -167, -162, -157, -152, -147, -142, -136, -131, -126, -120, -115, -109, -103 data -97, -92, -86, -80, -74, -68, -62, -56, -49, -43, -37, -31, -25, -18, -12, -6 data 0, 6, 12, 18, 25, 31, 37, 43, 49, 56, 62, 68, 74, 80, 86, 92 data 97, 103, 109, 115, 120, 126, 131, 136, 142, 147, 152, 157, 162, 167, 171, 176 data 181, 185, 189, 193, 197, 201, 205, 209, 212, 216, 219, 222, 225, 228, 231, 234 data 236, 238, 241, 243, 244, 246, 248, 249, 251, 252, 253, 254, 254, 255, 255, 255
  9. Nine Intellivision cartridges. I acquired these 22 years ago and they worked at the time, but I never have owned, do not own, and do not intend to own an Intellivision, so here they are and I have no way to test them today. Varying degrees of completeness, but all including boxes. Bear in mind the boxes have not been well taken care of but are mostly intact: most have some level of having been crushed and the Donkey Kong box is ripped. I will not be parting these out. I am offering these FREE, just pay for shipping. I am in the process of clearing out stuff I no longer or cannot use. I would rather get these into a good home than send to donation, likely to be destroyed, or recycle. Shipping will be via USPS Large Flat-Rate Priority. (Note, Triple Action is pictured but not available.) Game, Includes (Box, Manual, Overlay) BurgerTime B,O Las Vegas Poker & Blackjack (Mattel) B,M Donkey Kong B,M Super Video Arcade Sea Battle B,M Major League Baseball B Lock 'n' Chase B Space Armada (Mattel) B,M,O Utopia (Mattel) B,M,O Space Spartans B,M,O
  10. This topic was originally posted to INTVPROG; however, Yahoo Groups has decided it doesn't like email or group postings from me. (Or maybe from anybody, I don't know.) So, I'm moving it over here. After all, this is a broad-spectrum Intellivision Programming forum, not just an IntyBASIC forum. DZ-Jay posted the following: _______________________________ Hi, Joe (and everyone), I'm trying to track down a video glitch that I've noticed in my game just recently. In all my testing during the past couple of years I never noticed it until recently, when I upgraded to the latest version of jzIntv. That is not to say that I am blaming the emulator. I seriously think it could be a timing issue on my code that is made manifest by a more accurate simulation; although I'm hard-pressed to imagine what could cause it. I haven't had a chance to test this in the hardware, but it disturbs me when it happens during emulation. The glitch manifests as a row in the lower half of the BACKTAB being repeated, causing the screen to shift down by a row -- but only for a single frame. I managed to capture it in an AVI and then took screenshots of the frames before, during, and after the glitch (see attached). Do you know what could cause this BACKTAB delay? I'm thinking the most likely cause is a non-interruptible sequence that runs for far too long, preventing the BUSQ fetch from happening. However, I don't think I have anything running for more than ~40 cycles at a time (outside of select critical sections). If indeed it were a non-interruptible sequence causing the glitch, is there a more efficient and targeted way to troubleshoot it than to audit every single line of code? I tried using the "NON_INT" information from the debugger, but I don't think I understand it well. I thought it gave the number of non-interruptible cycles after a particular threshold, but looking at the program counter noted in the CPU history, it does not seem to match. For instance, the following line from the debugger: NON_INT = 44 at PC = RUNQ.loop ($BCF4) Points to the following code, which is obviously interruptible: RUNQ.loop: 0000 0000 0000 FF5A 01E0 BCF4 02F0 BCF4 S---I-i- MOVR R7,R5 23192833 0000 0000 0000 FF5A 01E0 BCF5 02F0 BCF5 S---I-i- DECR R5 23192839 There is indeed a critical section wrapped in DIS/EIS following the loop, RUNQ.loop: 0000 0000 0000 FF5A 01E0 BCF4 02F0 BCF4 S---I-i- MOVR R7,R5 23192833 0000 0000 0000 FF5A 01E0 BCF5 02F0 BCF5 S---I-i- DECR R5 23192839 0000 0000 0000 FF5A 01E0 BCF4 02F0 BCF6 S---I-i- DIS 23192845 0000 0000 0000 FF5A 01E0 BCF4 02F0 BCF7 S------- MVII #$0103,R4 23192849 0000 0000 0000 FF5A 0103 BCF4 02F0 BCF9 S-----i- [email protected] R4,R1 23192857 0000 0004 0000 FF5A 0104 BCF4 02F0 BCFA S-----i- [email protected] R4,R1 23192865 0000 0004 0000 FF5A 0105 BCF4 02F0 BCFB S-----i- BEQ RUNQ.bktsk ($ 23192873 0000 0004 0000 FF5A 0105 BCF4 02F0 BCFD S-----i- INCR R1 23192880 0000 0005 0000 FF5A 0105 BCF4 02F0 BCFE ------i- ANDI #$0007,R1 23192886 0000 0005 0000 FF5A 0105 BCF4 02F0 BD00 ------i- MVO R1,TSKQTL ($0 23192894 0000 0005 0000 FF5A 0105 BCF4 02F0 BD02 -------- ADDR R1,R4 23192905 0000 0005 0000 FF5A 010A BCF4 02F0 BD03 ------i- ADDR R1,R4 23192911 0000 0005 0000 FF5A 010F BCF4 02F0 BD04 ------i- SDBD 23192917 0000 0005 0000 FF5A 010F BCF4 02F0 BD05 -----D-- [email protected] R4,R2 23192921 0000 0005 017E FF5A 0111 BCF4 02F0 BD06 ------i- ADDI #$0300,R1 23192931 0000 0305 017E FF5A 0111 BCF4 02F0 BD08 ------i- EIS 23192939 0000 0305 017E FF5A 0111 BCF4 02F0 BD09 ----I--- [email protected] R1,R7 23192943 But it is 94 cycles, not 44, so I'm confused on how to use this particular bit of information effectively. Any help will be appreciated! Regards, - j.
  11. OK, I've made a raft of improvements since last week's release. All this is now available in the 2018-01-08 release. NEW: Add _EXPMAC keyword, to force macros to expand in both the taken and not-taken branches of an IF. This is needed for IF-statements inside a RPT block, whose taken/not-taken behavior varies across loop iterations. NEW: Increase resolution of release_date to include hours, minutes, seconds, and timezone. NEW: Add build_date and version CFGVARs. build_date takes the same format as release_date. version is an arbitrary format string. Both tags can appear an arbitrary number of times. NEW: Add %z specifier to TODAY_xxx. Reports timezone as +HHMM in TODAY_STR_xxx. Reports timezone as minutes relative to UTC in TODAY_VAL_xxx. NEW: Add _ROTL16, _ROTL32, _ROTR16, _ROTR32 operators.Same precedence as SHL, SHR, SHRU. Internal: Increase IF-ELSE-ENDI stack depth from 32 to 256. Internal: Additional infrastructure for normalizing metadata between different object file types. BUGFIX: Add missing __FEATURE.TODAY for the TODAY_xxx feature. This was supposed to be in the last release, but a fatfingered edit fail deleted it. BUGFIX: Fix some nested RPT cases. Multiple RPTs inside a nested RPT now work. RPT guarded by an IF also now works. BUGFIX: Fix some metadata tag behavior when loading ROMs w/ tags. Misc: Start marking stuff 2018. Misc: Update documentation for new features.
  12. Hey all. Does anyone have a blank diagram/sketch/template of an Intellivision controller? Using one would help me visualize game, um, controlling some game ideas I have. I suppose I could hack this image up, but the quality would be pretty low: http://www.intellivisionlives.com/bluesky/games/instructions/console_pix/hookup.gif Thanks.
  13. Hey all. I have a long string of numbers in a text file. I am looking for a program or technique to convert all of the values to hex equivalents in Windows, changing them in the text file. Before I go off in the weeds and code something, I thought I would ask what the gurus are using. The values are used in IntyBASIC. It's kind of academic since Decimal values work, but it is inconsistent where the rest of my programs use Hex. Thanks. 604 , 570 , 570 , 570 , 570 , 570 , 538 , 538 , 508 , 339 , 339 , 339 , 339 , 320 , 339 , 339 , 339 , 320 , 320 , 320 , 452 , 508 , 538 , 570 , 320 , 359 , 538 , 427 , 452 , 427 , 427 , 403 , 403 , 403 , 718 , 718 , 761 , 761 , 339 , 678 , 678 , 761 , 427 , 452 , 508 , 640 , 640 , 761 , 761 , 761 , 678 , 678 , 678 , 678 , 678 , 604 , 604 , 604 , 854 , 854 , 905 , 905 , 678 , 905 , 854 , 761 , 854 , 807 , 718 , 678 , 678 , 678 , 678 , 678 , 678 , 678 , 718 , 718 , 718 , 761 , 761 , 807 , 807 , 807 , 807 , 807 , 807 , 807 , 807 , 807 , 718 , 678 , 678 , 678 , 678 , 678 , 640 , 640 , 640 , 640 , 640 , 640 , 640 , 640 , 320 , 320 , 320 , 427 , 427 , 427 , 403 , 403 , 380 , 302 , 302 , 285 , 285 , 285 , 285 , 285
  14. I serendipitously got a boxed copy of this game the other day for $60, albeit without a manual. I've never really spent much time with the game, but it seems like one that takes some getting used to with the controls and physics. Curious on hearing people's thoughts about the game itself - any neat tips or strategies I should know about, best gametypes, if you've ever gotten to try it two-player (and if it's any good), that sort of thing. I figure I've paid for it, I'd like to figure out how to get the most out of it!
  15. It goes out of tune in a couple of places, but the melody is recognizable. ​ Mode 0 , 0,0,0,0 Wait Print At 0 Color 7 , "We Wish" Print At 80 Color 4 , "Press top side" Print At 100 Color 4 , "button to" Print At 120 Color 4 , "restart music." Print At 160 Color 1 , "Press bottom side " Print At 180 Color 1 , "button to exit." Wait Play Full Wait Play mymusic Wait Goto PlayLoop PlayLoop: Wait If Cont.B0 Then Wait : Play Off : Wait : Play mymusic If Cont.B1 Then Goto ExitThis If Cont.B2 Then Goto ExitThis Wait Goto PlayLoop ExitThis: Wait Print At 235 Color (Rand and 7) , "Bye." For spinWait = 0 to 5 Wait Next Play Off mymusic: Data 7 Music C5Y , - Music - , - Music C5 , - Music - , - Music C5 , - Music S , - Music F5 , A3Y Music S , S Music F5 , S Music G5 , S Music F5 , S Music E5 , S Music D5 , S Music S , S Music D5 , F4 Music S , S Music D5 , S Music S , S Music G5 , S Music S , S Music G5 , S Music A5 , S Music G5 , D4 Music F5 , S Music E5 , S Music S , S Music E5 , S Music S , S Music E5 , S Music S , S Music A5 , F4 Music S , S Music A5 , S Music A5# , S Music A5 , S Music G5 , S Music F5 , S Music S , S Music D5 , A3# Music S , S Music C5 , S Music C5 , S Music D5 , S Music S , S Music G5 , S Music S , S Music E5 , D4 Music S , S Music F5 , S Music S , S Music S , S Music S , S Music C5 , S Music S , S Music F5 , G4 Music S , S Music F5 , S Music S , S Music F5 , S Music S , S Music E5 , S Music S , S Music S , A3# Music S , S Music E5 , S Music S , S Music F5 , S Music S , S Music E5 , S Music S , S Music D5 , G4 Music S , S Music C5 , S Music S , S Music S , S Music S , S Music G5 , S Music S , S Music A5 , C4# Music S , S Music G5 , S Music G5 , S Music F5 , S Music F5 , S Music C6 , S Music S , S Music C5 , A4 Music S , S Music C5 , S Music C5 , S Music D5 , S Music S , S Music G5 , S Music S , S Music E5 , D4 Music S , S Music F5 , S Music S , S Music S , S Music S , S Music S , S Music S , S Music Stop It's almost ready for a snow level.
  16. As you all know, the 2015 edition of the Carol vs. The World! Championship is under way, and we've already had a good turnout by rookies and veterans alike. Now, I would like to introduce you to my fellow judges for this year's contest, hand-selected for their unique perspectives, strength of character, and passion for our hobby. Or something like that, I'm sure. Judges Panel: Albert - First off on the list is our friend and host, Al, operator and administrator of AtariAge itself. Al brings a sense of respectability and fair justice to the judges table, which is well needed in a panel full of excitable and passionate individuals. Revolutionika - Our very own Rev is in the ranks, providing good humour, promoting fairness and equality, and ensuring that fun remains the main focus of the championship. GroovyBee - Nobody is as groovy as the GroovyBee, who's passion is self evident in all his work. Groovy's keen programmer's eye and zen-like perspective helps us make sure that decisions are not done in haste, that judgements are consistent, and that respect for the game is maintained. "Mystery" Judge - And lastly at the judges table, perhaps reluctantly and unknowingly, is the "Mystery" judge (it's my wife, but don't let her know!); through whom I ran all my ideas, concerns, and suspicions, and always ask for council before making decisions or judgements. When I bring up a topic to the judges table for discussion, chances are that "Mystery" judge has already vetted it and influenced it. And of course, there's your's truly, DZ-Jay, wrangling the cats, having fun, but mostly just stirring trouble. Let's all welcome the new judges! New Rules: In case you are not aware, we've updated the contest rules this year in order to make it more fair and accessible to rookies and novices. The most important change is the creation of a separate rank and prize track for veteran players. The idea is to give a chance for rookies and experienced players to win prizes, without having to compete against each other in an uneven match. A "veteran" player is one who has participated in the contest before with a score of 2,000 points or higher. To celebrate their accomplishments, Santa Claus himself has anointed them with the special honorary title of Elite Knight Elves. The other judges and I believe this to be a better approach for everyone, but of course we welcome feedback. After all, this contest is for the community, and to share and have fun during the Christmas Season. So, don't be shy! Whether you've played the game one time, 500 times, or none at all -- you are all invited and welcome to post your scores, share in the merriment, and have a go at winning a prize. Useful Links: Official CvW 2015 AtariAge discussion thread Official CvW 2015 Leaderboard Official CvW 2015 web site Updated contest rules Updated contest FAQ ... MERRY CHRISTMAS! -dZ.
  17. Aaaargh!!! Think Kirk or even Ren from the "Space Madness" episode of Ren and Stimpy... *** BEGIN KIRK/REN IMPRESSION MODE *** Can't... find... info......................... Must... Fight..... urge............... to............. FREAK............................. *** END KIRK/REN IMPRESSION MODE *** This information MUST EXIST SOMEWHERE!!! Question is... Which Mattel catalogs came with which cart? I only collect original releases (first print box with cart, etc.), at least, that is my ultimate goal, and I can not seem to find a list anywhere of which Mattel catalogs came with which cartridges. Heck, I'm not sure a catalog came with every original release. For instance, did the Poker & Blackjack that came with the console have a catalog in its box? Why, oh why, is this information not on the INTV Funhouse site!?!?!? How do others here deal with this? Do others put catalogs in their cart boxes? HOW ON EARTH ARE OUR COLLECTIONS COMPLETE IF NOT!?!?!? HOW CAN WE GO ON LIVING WITHOUT THIS?!?!?!? IS THIS THE VERY END OF ALL THINGS GOOD AND HOLY?!?!?!? AHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!! AHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!! Whew... My obsessive-compulsive disorder is giving me fits on this one. I haven't even got to third party stuff yet. My wife hates me...
  18. I just uploaded jzintv-20180509 to the webserver. This is primarily a bugfix release, motivated by a semi-serious bug that crept into AS1600 back in December. In this release: BUGFIX: AS1600: Fix right shifts of negative values. This was a pants-on-head stupid bug. BUGFIX: jzintv, dasm1600: Display JR R5 instead of MOVR R5, R7 in disassembly. It was always intended to. Bug caught by upgrade to GCC 8.1. Compile fix: Change 'macosx' to 'PLAT_MACOS' to allow building on MacOS X 10.13 and later. Typo in as1600 docs: __FEATURE.LISTCOL, not __FEATURE.ROTATE Minor improvement: Improve dis1600's handling of an opcode that may, or may not be, an SDBD. Misc: Upgraded to GCC 8.1 on Linux and MacOS X. Get it at the usual spot: http://spatula-city.org/~im14u2c/intv/
  19. This Frogs (Gremlin, 1978) arcade video game shirt may be of interest to some of you. Frogs was developed in the 70s by Gremlin before they were bought by Sega. It has no relation to Frogger, developed by Konami and released by Sega in the states. A few years later, Frog Bog for the Intellivision bore a striking resemblance to Frogs. Shirt is available in tri-blend ($24) and cotton ($20). Once it's out of print in the next couple of weeks, it's done. https://videoarcade.bigcartel.com/product/frogs-shirt
  20. I've been working on this awhile, but figured it may be about time to give it some exposure: The INTV Funhouse Variants Browser! http://intvfunhouse.com/games/variants.php It's still got some bugs, but please let me know when you find something wrong in the behavior as well as in the data. There are many features missing, and the page doesn't have a title bar or anything spiffy. So consider this also a request for help in IDing the bugs and requesting features. The behavior is still a little strange sometimes when dealing with searching by language, and much of that data is not accurate or consistent - I'll need a lot of help and input from this community to get that fixed up. And a lot of patience, too! The lists also are not sortable, though they are ordered at least somewhat sanely. Another missing feature is the ability to easily request a correction or submit info, though a PM from here or a message submission from the links at the page footer will do as well. You should be able to at least see easily how many variations of boxes there are for a game, labels, manuals, etc. Please give it a try, and let me know what you think!
  21. I got Pitfall and Star Wars Arcade for the Coleco, Burgertime and Triple action for the Intellivision, "Raiders Lost Ark" Rare label variation for the 2600. I also got Zelda: A Link to the Past DX and Dragon Warrior 3 for the GBC which I could be talked into parting with. All games are loose and in acceptable to like new condition. Will post pictures if need be. I'm looking to trade for one or more Sega Master System games. Im particularly interested in getting my hands on a Sega card copy of Ghost House,Rastan,any of the Alex Kidd games,Space Harrier, Golvellius, and Master of Darkness but I've only just started collecting for the SMS so I'm open to pretty much anything except sports games. Loose games welcome. I would also consider buying if the price is right.
  22. Were any other titles sold without a box besides Spiker? I have a copy of Thunder Castle in an old baggie with a staple at the open end. Just curious if INTV Corp. gave this first-class treatment to other titles.
  23. Thought I'd share a video demonstrating the internal module of the Intellivision kiosk. This unit sold for $1,000 on eBay in October last year. EDIT: not my video or module (unfortunately).
  24. It's been a while since I posted something. This is a little more ambitious than other songs in some ways, but I think it came out OK. 1. How can I make the border more "even looking"? 2. The sound seems to warble towards the end of the tune but I am not sure why, maybe it's my jzIntv settings? start jzintv --jlp -v1 -z1 -q -e "C:\Program Files (x86)\jzIntv\bin\\exec.bin" -g "C:\Program Files (x86)\jzIntv\bin\\grom.bin" immigrantsong.rom Thanks. MODE 0,0,1,0,1 Wait Border 6,3 Wait Print At 42 Color 6 , "Immigrant Song" Print At 82 Color 5 , "Press top side" Print At 102 Color 5 , "button to" Print At 122 Color 5 , "restart music." Print At 162 Color 3 , "Press bottom side " Print At 182 Color 3 , "button to exit." Wait Play Full Wait Play ImmigrantSong Wait Goto PlayLoop PlayLoop: Wait If Cont.B0 Then Wait : Play Off : Wait : Play ImmigrantSong If Cont.B1 Then Goto ExitThis If Cont.B2 Then Goto ExitThis Wait Goto PlayLoop ExitThis: Wait Print At 235 Color (Rand and 7) , "Bye." For spinWait = 0 to 5 Wait Next Play Off ImmigrantSong: Data 3 Music F2#W , F2#X , - Music S , S , - Music S , S , - Music S , S , - Music F2# , F2# , - Music S , S , - Music F2# , F2# , - Music S , S , - Music F3# , F3# , - Music S , S , - Music F2# , F2# , - Music S , S , - Music S , S , - Music S , S , - Music F2# , F2# , - Music S , S , - Music F2# , F2# , - Music S , S , - Music S , S , - Music S , S , - Music F2# , F2# , - Music S , S , - Music F2# , F2# , - Music S , S , - Music F3# , F3# , - Music S , S , - Music F2# , F2# , - Music S , S , - Music S , S , - Music S , S , - Music F2# , F2# , - Music S , S , - Music F2# , F2# , - Music S , S , - Music S , S , - Music S , S , - Music F2# , F2# , - Music S , S , - Music F2# , F2# , - Music S , S , - Music F3# , F3# , - Music S , S , - Music F2# , F2# , - Music S , S , - Music S , S , - Music S , S , - Music F2# , F2# , - Music S , S , - Music F2# , F2# , - Music S , S , - Music S , S , - Music S , S , - Music F2# , F2# , - Music S , S , - Music F2# , F2# , - Music S , S , - Music F3# , F3# , - Music S , S , - Music F2# , F2# , - Music S , S , - Music S , S , - Music S , S , - Music F2# , F2# , - Music S , S , - Music F2# , F2# , - Music S , S , - Music S , S , - Music S , S , - Music F2# , F2# , - Music S , S , - Music F2# , F2# , - Music S , S , - Music F3# , F3# , - Music S , S , - Music F2# , F2# , - Music S , S , - Music S , S , - Music S , S , - Music F2# , F2# , - Music S , S , - Music F2# , F2# , - Music S , S , - Music S , S , - Music S , S , - Music F2# , F2# , - Music S , S , - Music F2# , F2# , - Music S , S , - Music F3# , F3# , - Music S , S , - Music F2# , F2# , - Music S , S , - Music S , S , - Music S , S , - Music F2# , F2# , - Music S , S , - Music F2# , F2# , - Music S , S , - Music S , S , - Music S , S , - Music F2# , F2# , - Music S , S , - Music F2# , F2# , - Music S , S , - Music F3# , F3# , - Music S , S , - Music F2# , F2# , - Music S , S , - Music S , S , - Music S , S , - Music F2# , F2# , - Music S , S , - Music F2# , F2# , - Music S , S , - Music S , S , - Music S , S , - Music F2# , F2# , - Music S , S , - Music F2# , F2# , - Music S , S , - Music F3# , F3# , C4#Y Music S , S , S Music F2# , F2# , S Music S , S , S Music S , S , C5# Music S , S , S Music F2# , F2# , S Music S , S , S Music F2# , F2# , B4# Music S , S , S Music S , S , S Music S , S , S Music F2# , F2# , S Music S , S , S Music F2# , F2# , S Music S , S , S Music F3# , F3# , S Music S , S , S Music F2# , F2# , S Music S , S , S Music S , S , S Music S , S , S Music F2# , F2# , S Music S , S , S Music F2# , F2# , S Music S , S , S Music S , S , S Music S , S , S Music F2# , F2# , S Music S , S , S Music F2# , F2# , S Music S , S , S Music F3# , F3# , S Music S , S , S Music F2# , F2# , S Music S , S , S Music S , S , S Music S , S , S Music F2# , F2# , S Music S , S , S Music F2# , F2# , C5# Music S , S , S Music S , S , S Music S , S , S Music F2# , F2# , S Music S , S , S Music F2# , F2# , S Music S , S , S Music F3# , F3# , - Music S , S , - Music F2# , F2# , - Music S , S , - Music S , S , - Music S , S , - Music F2# , F2# , - Music S , S , - Music F2# , F2# , - Music S , S , - Music S , S , - Music S , S , - Music F2# , F2# , - Music S , S , - Music F2# , F2# , - Music S , S , - Music F3# , F3# , C4# Music S , S , S Music F2# , F2# , S Music S , S , S Music S , S , C5# Music S , S , S Music F2# , F2# , S Music S , S , S Music F2# , F2# , B4# Music S , S , S Music S , S , S Music S , S , S Music F2# , F2# , S Music S , S , S Music F2# , F2# , S Music S , S , S Music F3# , F3# , S Music S , S , S Music F2# , F2# , S Music S , S , S Music S , S , S Music S , S , S Music F2# , F2# , S Music S , S , S Music F2# , F2# , S Music S , S , S Music S , S , S Music S , S , S Music F2# , F2# , S Music S , S , S Music F2# , F2# , S Music S , S , S Music F3# , F3# , S Music S , S , S Music F2# , F2# , S Music S , S , S Music S , S , S Music S , S , S Music F2# , F2# , S Music S , S , S Music F2# , F2# , C5# Music S , S , S Music S , S , S Music S , S , S Music F2# , F2# , S Music S , S , S Music F2# , F2# , S Music S , S , S Music F3# , F3# , - Music S , S , - Music F2# , F2# , - Music S , S , - Music S , S , - Music S , S , - Music F2# , F2# , - Music S , S , - Music F2# , F2# , - Music S , S , - Music S , S , - Music S , S , - Music F2# , F2# , - Music S , S , - Music F2# , F2# , - Music S , S , - Music A2 , A2 , - Music S , S , - Music S , S , - Music S , S , - Music S , S , - Music S , S , - Music E5Y , S , - Music S , S , - Music E5 , E3 , - Music S , S , - Music S , S , - Music S , S , - Music E5 , S , - Music S , S , - Music E5 , S , - Music S , S , - Music E5 , A3 , - Music S , S , - Music S , S , - Music S , S , - Music E5 , S , - Music S , S , - Music E5 , S , - Music S , S , - Music G5# , - , - Music S , - , - Music S , - , - Music S , - , - Music E5 , - , - Music S , - , - Music S , - , - Music S , - , - Music E5 , - , - Music S , - , - Music S , - , - Music S , - , - Music E5 , - , - Music S , - , - Music E5 , - , - Music S , - , - Music E5 , - , - Music S , - , - Music S , - , - Music S , - , - Music E5 , - , - Music S , - , - Music S , - , - Music S , - , - Music E5 , - , - Music S , - , - Music S , - , - Music S , - , - Music E5 , - , - Music S , - , - Music E5 , - , - Music S , - , - Music G5# , - , - Music S , - , - Music S , - , - Music S , - , - Music E5 , - , - Music S , - , - Music S , - , - Music S , - , - Music - , - , - Music - , - , - Music - , - , - Music - , - , - Music - , - , - Music - , - , - Music - , - , - Music - , - , - Music - , E2 , - Music - , S , - Music - , S , - Music - , S , - Music C5# , S , C5# Music S , S , S Music S , S , S Music S , S , S Music C5# , B2 , C5# Music S , S , S Music S , S , S Music S , S , S Music A4 , S , A4 Music S , S , S Music S , S , S Music S , S , S Music C5# , E3 , C5# Music S , S , S Music S , S , S Music S , S , S Music S , S , S Music S , S , S Music S , S , S Music S , S , S Music - , G3# , - Music - , S , - Music - , S , - Music - , S , - Music - , S , - Music - , S , - Music - , S , - Music - , S , - Music - , A2 , - Music - , S , - Music - , S , - Music - , S , - Music - , S , - Music - , S , - Music - , S , - Music - , S , - Music - , E3 , - Music - , S , - Music - , S , - Music - , S , - Music F4# , S , F4# Music S , S , S Music S , S , S Music S , S , S Music C5# , A3 , C5# Music S , S , S Music S , S , S Music S , S , S Music S , S , S Music S , S , S Music S , S , S Music S , S , S Music C5# , C4# , C5# Music S , S , S Music S , S , S Music S , S , S Music A4 , S , A4 Music S , S , S Music S , S , S Music S , S , S Music B4 , F2# , B4 Music S , S , S Music S , S , S Music S , S , S Music S , F2# , S Music S , S , S Music S , F2# , S Music S , S , S Music - , F3# , - Music - , S , - Music - , F2# , - Music - , S , - Music - , S , - Music - , S , - Music - , F2# , - Music - , S , - Music - , F2# , - Music - , S , - Music - , S , - Music - , S , - Music F4# , F2# , F4# Music S , S , S Music S , F2# , S Music S , S , S Music C5# , F3# , C5# Music S , S , S Music S , F2# , S Music S , S , S Music S , S , S Music S , S , S Music S , F2# , S Music S , S , S Music C5# , F2# , C5# Music S , S , S Music S , S , S Music S , S , S Music - , F2# , - Music - , S , - Music - , F2# , - Music - , S , - Music F4# , F3# , F4# Music S , S , S Music S , F2# , S Music S , S , S Music C5# , S , C5# Music S , S , S Music S , F2# , S Music S , S , S Music C5# , F2# , C5# Music S , S , S Music S , S , S Music S , S , S Music S , F2# , S Music S , S , S Music S , F2# , S Music S , S , S Music - , F3# , - Music - , S , - Music - , F2# , - Music - , S , - Music - , S , - Music - , S , - Music - , F2# , - Music - , S , - Music - , F2# , - Music - , S , - Music B4 , S , B4 Music S , S , S Music S , F2# , S Music S , S , S Music C5# , F2# , C5# Music S , S , S Music B4 , F3# , B4 Music S , S , S Music S , F2# , S Music S , S , S Music S , S , S Music S , S , S Music S , F2# , S Music S , S , S Music - , F2# , - Music A4 , S , A4 Music S , S , S Music S , S , S Music S , F2# , S Music - , S , - Music A4 , F2# , A4 Music S , S , S Music S , F3# , S Music S , S , S Music - , F2# , - Music G4# , S , G4# Music S , S , S Music S , S , S Music S , F2# , S Music S , S , S Music S , F2# , S Music S , S , S Music S , S , S Music - , S , - Music - , F2# , - Music - , S , - Music - , F2# , - Music - , S , - Music - , F3# , - Music - , S , - Music - , F2# , - Music - , S , - Music - , S , - Music - , S , - Music - , F2# , - Music - , S , - Music - , S , - Music - , S , - Music - , F2# , - Music - , S , - Music - , F2# , - Music - , S , - Music - , F3# , - Music - , S , - Music - , F2# , - Music - , S , - Music - , S , - Music - , S , - Music - , F2# , - Music - , S , - Music - , S , - Music - , S , - Music - , F2# , - Music - , S , - Music - , F2# , - Music - , S , - Music - , F3# , - Music - , S , - Music - , F2# , - Music - , S , - Music - , S , - Music - , S , - Music - , F2# , - Music - , S , - Music - , S , - Music - , S , - Music - , F2# , - Music - , S , - Music - , F2# , - Music - , S , - Music - , F3# , - Music - , S , - Music - , F2# , - Music - , S , - Music - , S , - Music - , S , - Music - , F2# , - Music - , S , - Music - , S , - Music Repeat immigrantsong.bas immigrantsong.rom Enjoy.
  25. Hi, I'm looking for an Intellivision 2609 (model 1) and/or Model II motherboard to swap into one of my 2 busted consoles. My SVA was fine until I moved it. The ribbon cable was delaminating and it ended shorting out against the other wires inside the ribbon itself, frying my only working logic board. I have a spare board and it almost wants to work but it still has problems. I have another Intellivision II but it's broke too, with audio only and displaying a just black screen. In other words, I'm screwed since I can't play my new homebrews. So if anyone has a spare, working mobo for a model 1 or II, or even a cheap working whole unit, please PM me. I don't care what it looks like, just as long as it works.. I have nice shells already. I hope to work out a trade but cash(paypal) may work too.. Just putting some feelers out. Thanks!
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