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Blogs

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  • The (hopefully) weekly rant
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  • Guru Meditation
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  • Tezz's projects blog
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  • ¡Viva Atari!
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  • The hunt for the PAL Heavy Sixer
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  • Joey Z's Atari Projects
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  • BubsyFan101 n CO's Pile Of Game Picks
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  1. Hey guys, I'm starting this new thread for the various adapters I make since the old thread was getting a bit long, and the original posting didn't contain the various adapters I now offer. The original thread can be found here. Here is the current lineup of adapters and extension cables I have for sale: Intellivision 1 Flashback Controller Adapters (for the original console, INTV, Radio Shack etc. variations with the "hard wired" controllers): These are $24/pair (only sold in pairs). Approximate length is 18 inches. Intellivision II / Sears Flashback Controller Adapters (for the Intellivision II and Sears consoles with the removable db9 connector controllers): These are $14 each, or two for $26. If desired, you can specify the color of the decorative heat shrink tubing near the cable ends. Black is also an option. If not specified, you will receive whatever color I have in stock at the time. Approximate length is 6 feet. Standard db9 controller extension cables - 6 foot length (for Intellivision II / Sears consoles, Atari 2600 / 7800, Sega Genesis, Atari and Commodore computers; basically anything that uses a standard db9 type connector): These are $7.00 each. Colecovision Y-Adapter cable - allows connection of standard Colecovision system controller and an additional compatible joystick (Atari 2600, etc) without the need to unplug / swap controllers one at a time. Should work fine on other consoles that use db9 connectors - but only tested on a Colecovision): These are $12 each. If desired, you can specify the color of the heat shrink tubing, including black. If not specified, you will receive whatever color I have in stock at the time. Approximate length is 24 inches. ----------------------------------------------- Please send me a PM here on Atari Age if you are interested in any of these cables. Include your shipping / address information, and preferably an email address, and I will get back to you with a total. Payment is via PayPal. Credit cards (processed through my business - White Flag Computing) are also an option if you don't use PayPal. You can also email adapters@intellivisionaries.com instead of sending a PM if you prefer. Shipping is not included in the above prices. USA orders will be shipped via USPS Priority Mail (usually flat rate small box, which is $6.80 - the price went up January 2016, it used to be $5.95). I can also ship USA orders via First Class Mail in a padded mailer for a little bit less. International orders will be shipped via USPS International First Class (padded mailer - price varies depending on weight and destination). Thanks!
  2. Does anyone here know how to get the Flintstones Typing Tutor to work on an emulator?
  3. I have the digital manual (The printed Elektronite manual will be different) for this game. The game is complete. We could begin to sell LTO Flash! ROMS for this game very soon. However, before we do that, I want to gauge the feelings of the Intellivision fan base on the following idea. Due to many reasons, mainly caused by the worldwide pandemic, we have not been able to box up and sell the 3 Kai Magazine games TNT Cowboy, Ninja Odyssey, and Anthropomorphic Force yet. The cost of printing has been prohibitive and frankly, our main focus has been on programming. In order for the developer to pay the rent and feed his children, most of our resources have been focused on keeping producing content rather than printing. I have an idea that will help us gain the needed capital to get the materials needed to 'properly' release the game. Pre-orders. Yes, I know that a certain individual somewhat wrecked the idea of pre-ordering a game in the Intellivision community. However, those pre-orders were for an incomplete or yet to be written game. This game is finished and ready to play. My proposal is that for people who pre-order the game, they will get a FREE LTO Flash! ROM encrypted for their personal LTO Flash! . Please be aware that I am not going to entertain any suggestions that the ROM be unprotected for use on emulators. Not going to happen. Sorry. We put far too much money into these games for them to end up on a ROM site. That being said, we would need about 100 pre-orders in order to have the box, manuals, overlays and stickers printed and to purchase cartridges for the games. My idea would be to collect the names of people willing to pre-order and then when we hit 100 copies, ask for payment and then get the materials printed and copies ready to ship ASAP. Please let me know your feelings below. Cost of the game would be $70 US plus shipping/PayPal fees which would vary depending on where the game is distributed. This has already been posted on facebook. Please do not express interest HERE if you've already expressed interest on the facebook Intellivision Invasion group. Here is a video of the game play for those who are not familiar with the game. Just because we are giving away a bonus LTO Flash! ROM does not mean that you are unable to pre-order and help make the release happen. The ROM is a 'bonus' not a requirement.
  4. In my latest episode I discuss some of the lost media for the Intellivision. Did I miss any? Please let me know. Thank you!
  5. Had a chance to inventory my extra games. All games have been cleaned and tested. Please send me a PM if you're interested in a title or five; I'll respond with pricing and if that works on your end, I'll take pictures so you know exactly what you would be receiving. All orders of three or more games will ship for free in the US! Here's what I've got available: Intellivision Sealed Astrosmash Las Vegas Poker & Blackjack NFL Football Complete in Box Armor Battle Astrosmash Beauty and the Beast (cart not working) Boxing Demon Attack (with Activision tray) Las Vegas Poker & Blackjack Las Vegas Poker & Blackjack (Sears) Major League Baseball NBA Basketball (x2) NFL Football PGA Golf SOLD Q*bert (thin-style box with top flap) Space Battle (x2) Star Strike Sub Hunt Tennis *NO GAME* Triple Action Utopia (missing manual) Cart Only Armor Battle (minor cosmetic damage) Microsurgeon Pac-Man (Atarisoft) SOLD Pitfall! Triple Action (minor cosmetic damage) Worm Whomper SOLD Manuals Advanced Dungeons & Dragons Ice Trek (rough shape) Lady Bug (rough shape) Mattel Intellivision games booklet Soccer (Sears) Space Battle Tron Solar Sailer SOLD Aquarius Complete in Box Advanced Dungeons & Dragons: Treasure of Tarmin (missing cartridge tray, right keyboard overlay and one controller overlay) Night Stalker Snafu (box is in rough shape; missing one controller overlay) Tron: Deadly Discs Genesis Complete in Box Barney's Hide & Seek Game Risk Box + cart Side Pocket Sports Talk Baseball (missing cover art on box) Cart only Beauty and the Beast: Roar of the Beast Ecco the Dolphin John Madden Football 92 Jurassic Park Lethal Enforcers Lion King Madden 97 Madden 98 NBA Showdown 94 PGA Tour 96 x2 Sonic & Knuckles ToeJam & Earl in Panic on Funkotron Triple Score World of Illusion Starring Disney's Mickey Mouse & Donald Duck X-Men 2: Clone Wars
  6. Another experiment with the music player. I imagine sounds like something that might play aftera game ends, maybe. Feel free to use it anywhere you want. Mode 0 , 0,0,0,0 Wait Print At 0 Color 7 , "It is over" 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 4 Music G2Y , - Music S , - Music S , G2Y Music S , S Music G3 , S Music S , S Music S , G3 Music S , S Music B3 , S Music S , S Music S , B3 Music S , S Music G4 , S Music S , S Music S , G4 Music S , S Music G2 , S Music S , S Music G2 , G2 Music S , S Music G3 , G2 Music S , S Music S , G3 Music S , S Music B3 , S Music S , S Music S , B3 Music S , S Music G4 , S Music S , S Music S , G4 Music S , S Music G4 , S Music E4 , S Music D4 , G4 Music B3 , E4 Music A3# , D4 Music A3 , B3 Music G3 , - Music F3 , - Music E3 , - Music D3 , - Music A2# , - Music B2 , - Music G2 , - Music S , - Music G3 , - Music S , - Music B3 , - Music S , - Music G4 , - Music S , - Music Stop ​
  7. Good morning all. I took a break from my other Intellivision development projects and tinkered with the IntyBASIC music program. I changed the music to a couple tunes from NES games. I'm really happy with the way it turned out. Enjoy. music.bas
  8. Hi guys, I've got an Ultimate Intellivision Flashback, which is a Flashback that has the internals replaced with a Raspberry Pi, and have never had any problems with it. However, this week it suddenly started coming up with "No gamepad detected" when I boot it up. I'm just using the standard Intellivision Flashback controllers (as I always have done) so I don't understand why it's suddenly stopped recognising them. I've tried pressing 0 on the controllers to try to get them to register with it, but nothing happens. Does anyone know how I can get it to recognise my controllers again? I'm trying to take part in this season's Intellivision HSC so you can understand how urgent this is!! ? Edit: BTW, I've checked the internal connections and it doesn't look like anything's come loose. Any help will be much appreciated. Many thanks, gezkc
  9. Hey! New here I have just started learning intybasic from Oscar's book, and I do have a basic understanding of Basic programming. In the examples folder for IntyBasic, I was trying to decipher how intyPak works. Just wondering if someone can break down for me what exactly this code is doing? IF dir = 0 THEN #c = PEEK($0201+X1/8+Y1/8*20):IF #c <> (BG06+FG_YELLOW) AND #c <> 0 THEN dir = 4 IF dir = 1 THEN #c = PEEK($01FF+X1/8+Y1/8*20):IF #c <> (BG06+FG_YELLOW) AND #c <> 0 THEN dir = 4 IF dir = 2 THEN #c = PEEK($01EC+X1/8+Y1/8*20):IF #c <> (BG06+FG_YELLOW) AND #c <> 0 THEN dir = 4 IF dir = 3 THEN #c = PEEK($0214+X1/8+Y1/8*20):IF #c <> (BG06+FG_YELLOW) AND #c <> 0 THEN dir = 4 Thanks for any help! Brian
  10. Does anyone have any extra for sale? ASTEC UM1285-8
  11. I've been refurbishing old consoles and building a new retro gaming center for myself, this year. I figured I would dump the photos here from the past few months so I don't lose them. It all started when I found this really nice old Sylvania flatsceen TV that is still old enough to not be widesreen ($7 Goodwill). After that, it was a matter of cleaning dust and grime off the old consoles, which had been sitting dormant on bookcase shelves, and diagnosing which controllers worked, and which were defective. At this point, my Atari controllers were stuttering or intermittently unresponsive. The Atari was still dusty, and lots of cartridges really needed to be jiggered around to get them to work. Without any cleaning for this, the problem resolved on its own after some use swapping cartridges on the console over a few weeks. The Intellivision II functioned, but still needs serious jiggering to get cartridges to load, but none of them were found to be dead. The playstation 2 works beautifully, but none of my memory cards were recognized. Some of the controllers turned out to be broken, especially the "clear red plastic" one seen plugged in here. I found a nice woodgrain cabinet for a stand at goodwill for 5 bucks, and used an old xetec Amiga hard drive casing for the stand to raise the TV up a bit. Next, I took apart the 2 sets of Atari paddles, which suffered from "Jitter," and cleaned them. Reassembled after cleaning the residue and grease with alcohol and swabs, they worked perfectly. The next challenge was to open up both joysticks, remove the clear adhesive over the boards, clean them, and reassemble with packing tape over the boards. Both of them worked very well, aside from an issue with one of them: The cable plastic seemed pretty stiff, and would lose control if it was not held in a certain position - ultimately a small tug downwards of the connector end plugged into the back of the console got whatever connections were loose to connect. But, this one went into my "museum" for non-use, ultimately. Next, I took apart the console and cleaned the case. I found three areas on the RF cable where the plasic cord exterior had torn, but it seems that the cable is still working perfectly, so a little electrical tape was wrapped around the frayed parts to protect them. Ultimately, I want to replace the cord and fix the connectors in the B&W switch, and get a second Atari joystick, but this is good enough for now. After the next photo was taken, I popped the caps off the paddles and cleaned them some more. Next, I identified two playstation controllers that still functioned, though only one PS2 dualshock controlled worked, so a PS1 controller was borrowed from the old console which is in my "museum." I added a VCR to the mix, running the PS2 through that. Finally, I set up a spare tablet to be able to quicky hit a website with atari manuals on it, for reference if needed, and bought myself a Harmony Cartridge for the Atari for loading games from my organized rom library on SD card, which I continue to explore and learn about. My Atari Keyboard Controllers needed no maintenance - so they will be nice to have for Star Raiders. Finally, the Commodore 128 (64) computer and accompanying Commodore 1571 (Disk Drive) were set up as part of my functioning retro gaming center. It's still going to need some refurbishing to get it all cleaned up and "retro-brighted", with the 128 boot not functioning, lots of keys lacking spring or being loose, and the old RF video cable lacking proper RF shielding to prevent interference. But, it functions and I have access to all my old files and games. This was my primary computer literally from like 1985-1998. I'm making good on my "perpertual student" label for myself. Pacing myself, but aside from some repairs on this and the Atari, I still have two Commdore 64's and an Amiga 500 that will need to come back to life. The Amiga will need cleaning and retrobrighting, keyboard fixes, proper video cable, and a boot disk. The 64's with need to have their problem diagnosed. I have a Timex Sinclair 2068 with no cables, and an Atari 5200 that has a rusted end to it's RF (Power?? WTF) cable, which sparks when turned on. My playstation 1 is probably fine, but with the PS2, there's no rush on that. I'm definitely going to need a proper belkin surge protector instead of these two cheapo power strips. Projects for much later.
  12. Intellivision NBA Basketball CIB - For Color TV Viewing Only variation, FCTVVO eBay Auction -- Item Number: 284314261616
  13. I decided to open a own thread for the "StudioVision" artworks, might it will gain a little more attention in this way as when i post the stuff in decle's "StudioVision" thread http://atariage.com/forums/topic/260554-studiovision-an-rca-studio-ii-emulator-for-the-intellivision/ It has grown a lot because i wasn't satisfied with my first versions which was based on the original box art of the "RCA Studio II" cartridges. When i started to write the manual and quiz booklets for "TV Schoolhouse I" i used first downloaded cliparts, but i felt it won't be good and started to create own cliparts for this manual. Cause the result was pleasing me i started to create alternative series of "Box Front Images" for "StudioVision". A lot of work for this tard you might think, but i like the "Studio II" games, i'm aware i can play them as well emulated using i.e. "Emma O2". But i have to state and it's no joke they are better to play "emulated - emulated" as with "Emma O2". However, the manuals are especially created for "decle presents StudioVision" and reflect the controls as if you would use a Intellivision, but they can also be used for the original games, since they are quite lightweighted and especially the "TV Schoolhouse I - Quiz Booklets" are designed to print them out. For the recent release of manuals and box fronts i used only "RCA Studio II", "Intellivision" and own artwork, the few screenshots from "Pioneer Space Sim" and "NFS4" are based on own models which i either converted (Corvette '67 - custom SportsCarGT, Tie-Fighter - SW-XWA), build from scratch (X-Wing, scripted geometry) or are 100% my own creations ("Hullcutter" on "SpaceWar C" and the Pilot on the "Space Pilots Guild" label. For "SV600B - Blackjack" obviousely i used the "Visicom - Blackjack" box art. You might feel it's funny to have a manual for a virtual demo cartridge, it's just for completeness, there isn't much to explain. Also i've OCR'ed and edited the full description for the "programmable cartridge", there won't be much use for it i guess, also for completeness and to have as a clean publishing. let's have a look at the complete 39 box fronts, which also reflect the artwork for the icons and the title page for the manuals. The icons are ment if you like to run JZIntv using batch files, there is also i icon for each manual (i'm slowly adding these manual icons also to the rest of Intellivision games). Example: Click on the program icon to view the "Box Front Image". That's quite a cool image for this game: You can use either the quite large box fronts or the icons to assign them to your batch files, if you don't use large icons and a very high screen resolution i recommend to use the icons. Click on the icon for the manual to open the manual. If you're interested you can download the zipped folders or browse the repo and download only what you like. Browse (read or download) Manuals Download all Manuals Browse Box Front Images Download all Box Front Images Browse Icons (GIF) Download all Icons (GIF) Download all Icons (ICO)
  14. In today's episode I begin my unit on the Intellivision. I discuss more games that are exclusive to this game system. What game or games do you feel would would not have worked for any other game system before or since? What is your favorite INT game?
  15. 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?
  16. I'm just back in front of my PC and I can't contain my excitement... But let's proceed in order: it is going to be a pretty long story and I need to calm down a little bit first to tell it properly. Ok, as some of you know, I have been living in Singapore for more than 9 years now and, like any other Intellivision Brotherhood member and collector, I always had the curiosity to find out more about our beloved "Inty". I guess most of us know also that Intellivision games and peripherals were not only manufactured in the USA but also in different Asian countries like Hong Kong, Taiwan and, last but not least, Singapore. Finding out more about how and where Intellivision games were manufactured over here was something that took, on and off, a sizable part of my free time in the past few weeks. In fact it wasn't an easy task at all: Singapore had a tremendous growth in the last 30 years or so and it is now a very modern country. This implies not only that companies move fast but also that actual buildings and infrastructures are constantly upgraded or completely demolished and rebuilt at a very fast pace. Trying to find traces of a manufacturing plant that operated 20+ years ago is almost an impossible mission. Anyway, little by little, asking here and there, I managed to get an address within the St. Michael Industrial Estate in Jalan Tenteram, an industrial area within the city. Was that one of the 'historical' sites where our beloved games where made and packaged to be then shipped around the world? I had to find out. As predictable, at the address location there is now a modern, well established electronic manufacturer and people there know nothing about the Intellivision. Anyway, after annoying a pretty PR lady for half an hour, I managed to find out that this company settled over there only in the mid 90s but, before it, there was another company that leased the site. That might have been the one I was looking for. In the end, I managed to get some names to keep investigating and left the place even more determined to find out more. Several phone calls later, I got confirmation that, indeed, that earlier company was in the electronics manufacturing and packaging business and, most likely, also had commissions from American gaming companies during the 80s. I knew I was on the right track, though I still thought nothing particularly surprising would have come out from all this research work. Most importantly, though, I also got a new lead to keep the research going: a name and a phone number of the last manufacturing manager of said factory. If this was indeed the right company, this guy might have had some good stories to tell about those early days! I called the number and, after an understandable initial surprise, I managed to have a chat with Mr. Daniel Tan, today an affable 80+ year old "uncle" (as they call here older people in sign of respect) who confirmed that, yes, he was one of the managers at the company that also made Intellivision games! I asked for an interview and managed to get it a couple of days later, i.e. earlier this morning. Once arrived at Mr. Tan's place, he kindly offered me a cup of green tea and I could finally unleash all my questions about the life in Singapore during those days, how those game carts were done and assembled, the costs involved and if they ever played those games too. This was all extremely interesting and I was already delighted but I still had no idea of what was coming up next. After we "broke the ice", Mr. Tan said "You know, I think I still have saved a few cartridges and new boxes of some game runs back in the bombshelter, let me check..." (don't ask me why many new homes in Singapore have bombshelters, which are just used as simple storage space anyway). My excitement was reaching new heights: I indeed spilled a cup of tea all over the place in hearing that! I started feeling like I was unearthing a long forgotten secret treasure. A few minutes later Mr.Tan came back with a big box. I was ecstatic: inside there were some mint boxes of Burger Time, Bump 'n' Jump, Mission X (the gatefold version) and... and then I almost had a heart attack! There were some white boxes too. Yes, you guessed right: nothing less than Spiker! But the surprise was far from over: alongside the "standard" Spiker boxes we all know and long for, there were also a few different ones. A box variation based on the same design but with two female, not male, volleyball players!!! I can't recall exactly what happened next. I think my blood pressure "spiked" to 200. I pointed at the box and tried to say something. I don't think I could utter any meaningful word for a while, then I finally managed to explain Mr.Tan why I suddenly became so pale. He thought I saw a ghost! Then, like if nothing extraordinary happened, replied that, while he didn't know whether that game was actually distributed or not since INTV orders were really dwindling at the time, they definitely had also the female design available and, as we could see, printed and ready to go! To prove myself I wasn't dreaming, I took a picture of the alternative box before taking my leave and rush back to my PC to tell you all about this unbelievable adventure. Anyway, enough writing. Here it is, for all of you to see: one of the alternative Spiker boxes that were not actually released but remained hidden in Mr. Tan's bombshelter for all these years!
  17. I tried arguing this on quora and all I got one person to bite and he just said stop playing video games. I actually like the intellivision Amico being a pro-consumer system. With features like forbidding paid downloads, fairly well balanced multi player games, $10 us maximum price tag on games (to discourage those games which start at $60 and can go up to $200 if you buy all the DLC) Tommy Talarico is positioning himself to be the Anti Big Boy or the Rebel of the video game industry. I remember the story of the Xbox 360 where Microsoft made a pledge where all games on the 360 that don't have a physical disk equivalent in the market that are available for download must have a try before you buy free sample portion. That was pretty Pro consumer. I was more willing to try games if I didn't have to make the initial investment in the blind. And the ones I wanted right then and there I bought right away immediately like Super Meat Boy, Limbo, Braid. And usually they were full price if it was that good of a game. Some games I waited to see if they came on sale to see if I could buy. I would have never been exposed to those games if it hadn't been for Microsoft's try before you buy requirement. Unfortunately developers and publishers complained that their work was being played for free without them getting paid. I understand that all the parts have to be willing to play with each other in order to get something going. It's that developers didn't have the right to have their game being in the shadows, and have a caveat emptor policy at the game store. (which you can thank 2600 Pac-Man and 2,600 ET for. Before, these stores had very liberal return policies and were very rarely acted upon. That's when Video Game Exchange came into business. It wasn't until later that Funcoland came in our region .) So I thought how do you get the developers that publishers get their money for the work they did on the demo while at the same time removing the shadows that are underneath the game shops? I thought advertising would be a way to do that. If you play the demo version of the game you get an ad. Play the demo version over and over, play different ads each time and give the devs and pubs more money. Interestingly enough one of my friends says that ads are very anti-consumer. I told him I thought the policy of unreturnable items that are caveat emptor is a worse consumer policy than no ads. I asked him if he bought a game that was download only for 60 bucks played it like literally one time and hated it, how would he fee? He just said "I'd say oh well". a logical argument that apply to a lot of people but not to me was that a lot of people have a lot more money than time and are willing to pay to skip ads. And I said well if we gave the consumer the choice whether they wanted to pay with their dollars or pay with their eyeball time, if the game plays the same both ways how does that affect you as a paid consumer of a game? He couldn't give me an answer I'd understand. I do agree that there are abuses of ad policy. like I know they cut the full original length of the first broadcast and the disc version of a tv series just squeeze in an extra commercial to make it more enticing on second run syndication and basic cable. I pointed out a successful example of an advergame on the 360 when they had the "no shadow" policy. It was 1 vs 100 Online. Every 10 questions they take a 2 minute break and 1/4 of each of those 2-minute breaks was always a Sprint commercial. The only reason it suddenly stopped was because using cellular internet as a primary home internet and or gaming internet was being discouraged by the FCC at the time. Sprint had no reason to offer the game as a way to spread their message because the exact people they were targeting became illegal to target / were no longer worth targeting in this distorted marketplace. Why are cable tv plans so expensive?Because people are using DVRs to skip the commercials. Guess why commercials would bring in more money for less occurrences on games than cable TV? Because in order for a game to make sense the game has to be played live. You cannot digitally delay or time advance a particular playing of a game. You could not download the future opponent inputs for game. Those inputs have to happen in real time. If not, then we discovered data time travel and would get negative ping times, and then finally satellite internet would be a viable option for gamers. But since I haven't seen any news about data time travel, I'll assume it's impossible until it's proven possible. Actually it's much harder to take a pee break in the middle of an online game than it is a linear piece of entertainment that could be paused backed up and resumed. If you're not back in 30 seconds you could be a sitting duck. However I agree that mid-gameplay commercials would ruin online gaming especially if they paused to break and cliffhanger like they do linear entertainment. And one final thing that's interesting to note, some people are afraid to give their credit card numbers. So free advertising funded gaming can actually help bring those people too. And the thing is money is made on a per credit basis, not a per license purchase basis. If Tommy Talarico thinks his games are going to be played many times, and his games will be played way longer in history than a typical "movie games" that PlayStation and Xbox seem to cater to, then wouldn't it be to the benefit of the new Intellivision Company if they make more money with never asking for credit cards and having all games be free with ads, than they would make by asking for credit cards and charging them once and having the games played over and over with no constant stream in? Of course you got to tighten your belt on day one. But that's perpetual residual income if it gets played over and over and over. and when your money gets bigger you could like all for a certain percentage for an annual Online Tournament of Champions. since you don't have to pay for the ROM in order to be eligible to win because the game is free then you can get away with more luck elements than you could with a pure skill game where you have to pay to enter, and it would be legal in more jurisdictions than such a skill game. Also that's how devs and pubs get extra money to pay for new features. That's also the cure for both downloaditis and sequelitis, the disease of malignantly growing paid DLC / a sequel of something as a quick cash grab. Since the money is there a certain budget could be made for upgrades. I understand that all parts have to work with each other for the boat to get moving. I think this advergaming model might be beneficial to everyone. Are there still people who preferred pay yet you don't want to abandon the Advergaming model? Have a purchasable no-ad forever license/ timed no-ad license rental. unless someone could show how someone has a ludistic advantage by either being an advergamer or a cash license gamer, giving the customer the choice to either pay with dollars or minutes of ad time gets more people playing and more money made with less money taken from the customers should not harm gaming. I agree that Tommy Talarico opposes ads because they can be abused. But he does have policies that he said he's not going to flinch. If he opposes excessive/experience-ruining/ unfair uses of ads, but not ads in principle, he could make some decrees that would discourage cheap advergaming. by the way ever since one versus 100 left Xbox 360, try getting an advertising funded game on either Xbox Nintendo or Playstation. most of their "free games" are those that are "free until it becomes painfully impossible to complete forcing you to buy something that all but the top one out of a million need in order to complete" games. I don't know if a declarative automatic no ads ever statement is exactly going against the grain of Sony, Nintendo, Microsoft. I think that's more "with the grain thinking" than it is "against the grain thinking". You could make certain ad policies like "maximum 5 minutes of ads per hour of time" (which compared to syndication which could be 24 minutes of ads per hour of time is great.) "Hardwired ads in game must make sense in the experience", like Budweiser Tapper, (wait would alcoholic mention rate it T or M automatically? Not exactly that, unless it's Pepsi Max Tapper.) Just because you offer ads as try before you buy sample doesn't mean you have to have every single one available 24/7. You could have a gaming Network called INTV. We're either every hour or every day one game would rotate in as the free Advergame. also if you eventually add online, that would concentrate more people into that server therefore no one would be sitting there waiting for an opponent which is a general positive experience if you funnel everyone through that one hour a day. also there could be schedules like a regular TV show so that if you could play online you can find more Network users of the game. The worst thing that could turn people off to a game is crickets and tumbleweeds in the online waiting room. I'm just spitballing a couple suggestions.
  18. Happy Holidays To all, Barb and I wish you the best for the holidays ****Coming very soon **** Sega combos. Many variations will be available, including the CD, the CD platform and so on. If you have any interest in these, send me a PM indicating which or what combinations you are looking for. How many times have you seen a console setting on a shelf,or a table,and covered in a fine layer of dust or sticky fingerprints? Dust and sticky stuff is not our friend!And its certainly not a friend to our consoles. So, a dust cover is not only "eye candy" but it keeps that console killer, dust out. Oh,lets not forget those other killers,foreign objects,unknown liquids,and little kids. And it adds a touch of cool to your collection *****And to all of you sending prayers our way, Barb and I thank you.******* Leukemia is for lack of a better description a life changer.Since I was diagnosed with this a year and a half ago, our lives have seen the entire range of emotions. I was told that I had 1-2 years left when they 1st found it. Then after a very aggressive pattern of chemo and blood transfusions, it went into remission 4 months ago. But now its back again, and I have to be very worried about infections. So we are back to the chemo again, and hope that another miracle will occur. After a depressing vist with the Dr. it appears that choices of treatment , have become limited. I can either go to the hospital for a month where they would treat this with a very very aggressive chemo, or I can get a milder version , given as a shot for 5 days, every month. The choice is becoming clear, and it is Quality or Quantity. I have chosen the quality, and with that I am not sure where it will go. I will say that at least I have been given the option, which alot of people do not get.And after the second go around with the Chemo, I am holding my own.I cannot decide which is worse, a round of 15 shots or getting a bag hooked up for an hour at a time. Bottom line,with Barbs help, and the amazing drugs I soldier on. Again thank you to all who send us best wishes. Since my wife(Barb) started making these covers over 16 years ago,she has continued to expand the choices.I am posting a lot of pictures so you will be able to see all of the choices available. For those of you just seeing these for the first time,we have been selling on Ebay over 15 years,Atari Age over 5 years and have sold covers to buyers worldwide! Covers for the Atari 400 and 800 now available with Red or White logos. . These are all custom made,from"pleather" which is a type of vinyl/leather.Easy to clean,and maintain Yes,we will accept Paypal-verified *******Shipping, no problem with going out of US, as long as you know I have nothing to do with USPS pricing******* Yes, we will combine shipping. And yes, we will give a discount when multiple items are bought. ******Note***** While most of the pictures show the cover installed on an actual console,a few do not,which is why they look dis-sheveld OK,pricing is as follows: 3DO $31.00 Atari 1050(Floppy Drive) $17.00 Atari 5200-$18.00 Atari 5200 Trak- ball-$16.50 Buy both of the 5200 units(Console and Trak-ball) $32.00 Atari 2600-$18.00 Atari VCS-$18.00 Atari 2600 Heavy Sixer-$18.00 Atari Jr/Rainbow-$14.00 Atari 7800-$18.00 **Atari Specials all 4 covers $60.00= 2600,7800,5200, and 5200 Trakball Atari Jaguar-(white)-$16.00 Atari Jaguar-(red)-$16.00 Atari 400- White or Red Logo-$17.00 Atari 800xl-$18.00 Atari 800 Red or white logo-$19.00 Atari Jaguar CD-$18.00-White or Red lettering Colecovision Console $18.00 Colecovision Roller Controller$16.00 Colecovision Module 1(Atari Adaptor)- $15.00 Colecovision Module 2-$18.00 Buy all 4 for $65.00 Commodore 64-$18.50 Commodore Vic 20-$18.50 Commodore C128- $18.50 Commodore C16-$18.50 Fairchild Channel F -$22.00 **Has cutout for power cord and joystick cords** Intellivision(Master System)-$18.00***With running man logo*** Intellivision II-$16.50 Both Intellivision Special Covers $32.00 Intellivision=INTV III- $18.00 Magnavox Odyssey II $25.00 Mattel Aquarius Computer $16.00 Nintendo-NES 101 Red or White Lettering-$16.50 Nintendo/NES White or Red Lettering-$17.50 N-64-White or Red Lettering-$17.00 SNES-White or Red Lettering-$17.00 Sega Dreamcast-orange-$18.00 Sega Dreamcast blue-$18.00 Sega Dreamcast Red- $18.00 Sega Genesis II-$16.50 Sega Genesis-16 bit $18.50 Sega Saturn -$18.50 Sega Master System -$16.50 Sega Mega Drive- $17.50 Sega Mega Drive II - $16.50 Sears Video Arcade II $18.00 ***Looks like the Atari 7800 Sears Tele-Games(Atari 2600) -$18.00 Sears Tele-Games(Atari Heavy 6r)- $19.00 Sony Playstation 1 $16.50 Sega Mega Drive- $17.50 Sega Mega Drive II - $16.50 RS 80/Tandy/Radio Shack Computer-$19.00 Texas Instruments 99/4a $18.50 Turbo Graphx 16/TG 16 $18.00 Vectrex Dustcover Black /w/ Blue ,White,Red logo $38.00 Vectrex Cover Gray with Black/Blue $38.00 XBox(Original) $25.00 PM me for additional questions And Thanks for looking. Over the past few years we have had numerous requests for consoles and computers that we do make. The reason we do not make them is because we have not had the actual console/ computer to use for a template. Buyers say, well I can give you the dimensions or send a picture. The problem is that dimensions do not take into account all the curves, bends, protrusions etc that are common on these units. So, working from supplied dimensions almost never works. Barb and I are not as mobile as we used to be, so trying to find these computers/ game consoles is a crap shoot at best and a waste of time at worst. What we can offer is this.If you have a console/computer, preferably a parts shell unit, that your willing to send us, we will make a cover for it and send it back at no charge! Now, we are not interested in units that are so obscure that there might only be 100 in the world. Obviously for us to make the cover there has to be a market of some kind, so please keep that in mind. So, shoot me a PM, let me know what your looking for and we can see if we can help each other!
  19. There have been many people asking how to create music on the Intellivision and each thread is addressed individually. There is some good information on the IntelliWiki, but the format of the tracker is not described in detail. This thread endeavors to describe the tracker format in all its gory detail. The information in this article was originally provided to me by Arnauld Chevallier, author of the tracker library for the Intellivision. I have adapted and expanded it for publication. I've attached to this article an archive containing the source code for the Intellivision Tracker library, along with the original demo song provided by Arnauld Chevallier. I've also included a simple song taken from the Christmas Carol game for further illustration. Intellivision Tracker Lib.zip Technical Overview The Intellivision Master Component includes a General Instruments AY-3-8914 sound chip, commonly referred to as the Programmable Sound Generator, or PSG. The PSG contains three separate square-wave tone generators, each of which can be programmed individually to control its frequency and volume. The chip also includes a noise generator, which can be mixed with any of the three tone channels. All three channels, potentially modulated by the noise generator, are then mixed and fed to the TV for output. The PSG also contains a hardware envelope generator to shape the output sound-wave. Any of the three channels can be processed through the envelope generator, but only one envelope is available to all channels at a given time. The inability to shape each tone individually reduces the versatility and usefulness of this feature, often forcing the programmer to generate and manage discrete envelopes in software. Programming the PSG manually is certainly possible, but requires a significant volume of insight into the technical details of the chip, and the mathematics involved in calculating musical tones and note periods from raw frequency counter values. For this reason, it is common to use library modules that abstract these properties. The Intellivision Music Tracker Intellivision games designer and programmer Arnauld Chevallier, has implemented a tracker library to play specially-crafted music files on the Intellivision. He has been gracious enough to donate his code to the public domain so that all Intellivision programmers may benefit from it. Because it is freely available--and because it is so exceptionally useful and easy to integrate--it has become the de facto method to play music on Intellivision home-brew games. Using the tracker in your own games is a matter of including the library, defining some needed variable labels, and adding a call to update the tracker state periodically from your game loop. You also need to create your own music files in the appropriate data format. Tracker Data Format The format used in Arnauld's tracker has a lot in common with the classic MOD format of old Amiga tracker modules: a song defines a series of patterns, which describe musical sections, and specifies in which order they are to be played. More precisely, the data layout is closer to the later XM format introduced by Fast Tracker II, which added the notion of instruments. The most notable difference, of course, is that no digital samples are used at all. All instruments in the Intellivision tracker are software-generated tones. Below is the general structure of the tracker data layout, which I'll describe in detail further on. Root | +-- Pitch Effect #1 (...) +-- Pitch Effect #N | +-- Envelope #1 (...) +-- Envelope #N | +-- Drum #1 (...) +-- Drum #N | +-- Song #1 | | | +-- Header | +-- Pattern Sequence | +-- Pattern #1 | | | | | +-- Length of pattern | | +-- Sub-pattern for channel A | | +-- Sub-pattern for channel B | | +-- Sub-pattern for channel C (...)(...) | +-- Pattern #N | | | +-- Instrument #1 | | | | | +-- Pitch | | +-- Vibrato | | +-- Envelope (...)(...) | +-- Instrument #N | | | +-- Sub-pattern #1 | | | | | +-- Notes (...)(...) | +-- Sub-pattern #N | +-- Song #N Root Objects defined in this section are common to all songs. This may include pitch effects, envelopes and even drum patterns for a rudimentary percussion track implementation. Pitch Effects Some rather simple pitch effects are supported by the tracker, such as tremolo or fast arpeggios. The format is as follows: DECLE D[0], D[1], D[2], D[3] Where D[x] values are expressed in half-tones and are added to the current standard pitch of the note, on every frame, with the following formula: FinalPitch = StandardPitch + D[frame % 4] A frame is every game cycle where the tracker state is updated. Presumably, this would be 60 times a second, on standard NTSC Intellivision consoles. The result is that the tone is modulated, four frames at a time, by the number of half-tones defined for each frame, producing a tremolo effect. For example, pitch01: DECLE 0, 0, 0, 0 ; No modulation: |_|_|_|_| pitch02: DECLE 0, 0, 12, 12 ; half-modulation: |_|_|-|-| pitch03: DECLE 0, 12, 0, 12 ; fast-modulation: |_|-|_|-| The first pitch effect will play the note at its standard pitch without modulation. The second one will play the standard pitch for two frames, then increase the pitch by an octave (12 semi-tones) for another two frames, and repeat this throughout the length of the note. Finally, the third one will alternate the note between its standard pitch and one octave higher on every frame. Envelopes The tracker library does not use the hardware envelopes of the PSG. Instead, it relies on software envelopes defined in this section. The format of the envelope definition is as follows: DECLE SPEED DECLE WORD_00, ..., WORD_15 Where SPEED is in the range of [0..3] with 0 being the slowest and 3 the fastest. Each WORD_xx value is a hexadecimal value in the form $ABCD, where each nibble describes the volume level to be output. The tracker does not currently support loops within an envelope. Consequently, they are applied only once on each note. Consider an envelope as a 64 x 16 matrix, where each point defines the volume to be applied to an instrument on a given frame. Below is an example of a rather exaggerated envelope, in order to illustrate its layout: ATTACK DECAY SUSTAIN RELEASE .--------|---------------------|-------------------------------------------------------|---------------------------------------| F -|. . . . # . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E -|. . . . # # # . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . D -|. . . . # . . # # . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . C -|. . . . # . . . . # # . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . B -|. . . # . . . . . . . # # . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . V A -|. . . # . . . . . . . . . # # . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . O 9 -|. . . # . . . . . . . . . . . # # # # # # # # # # # # # # # # # # # # # # # # # # # # # . . . . . . . . . . . . . . . . . . . . L 8 -|. . . # . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . # . . . . . . . . . . . . . . . . . . . . U 7 -|. . # . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . # . . . . . . . . . . . . . . . . . . . M 6 -|. . # . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . # . . . . . . . . . . . . . . . . . . . E 5 -|. . # . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . # . . . . . . . . . . . . . . . . . . 4 -|. . # . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . # . . . . . . . . . . . . . . . . . 3 -|. # . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . # # . . . . . . . . . . . . . . . 2 -|. # . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . # # # . . . . . . . . . . . . 1 -|# . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . # # # # # . . . . . . . 0 `+-------+-------+-------+-------+-------+-------+-------+-------+-------+-------+-------+-------+-------+-------+-------+------ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 1 3 7 B F E E D D C C B B A A 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 7 5 4 3 3 2 2 2 1 1 1 1 1 0 0 0 0 0 0 0 ; Envelope definition DECLE 1 DECLE $137B, $FEED, $DCCB, $BAA9 DECLE $9999, $9999, $9999, $9999 DECLE $9999, $9999, $9999, $7543 DECLE $3222, $1111, $1000, $0000 The SPEED value influences how the tracker applies the envelope over time. For instance, a speed value of 0 will cycle through the matrix one point at a time. While a value of 1 will skip every other point, and so on. The envelope position for each frame is computed using the following formula: envelope_x = (frame / 2speed) Below is another, more common example. This one is for a simple envelope with a short attack, immediately followed by a linear decay in volume, all the way to zero. ATCK DECAY .----|---------------------------|---------------------------------------------------------------------------------------------- F -|. . # . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E -|. # . # . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . D -|# . . . # . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . C -|. . . . . # . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . B -|. . . . . . # . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . V A -|. . . . . . . # . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . O 9 -|. . . . . . . . # . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . L 8 -|. . . . . . . . . # . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . U 7 -|. . . . . . . . . . # . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . M 6 -|. . . . . . . . . . . # . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E 5 -|. . . . . . . . . . . . # . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 -|. . . . . . . . . . . . . # . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 -|. . . . . . . . . . . . . . # . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 -|. . . . . . . . . . . . . . . # . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 -|. . . . . . . . . . . . . . . . # . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0 `+-------+-------+-------+-------+-------+-------+-------+-------+-------+-------+-------+-------+-------+-------+-------+------ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | D E F E D C B A 9 8 7 6 5 4 3 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 ; Envelope definition DECLE 2 DECLE $DEFE, $DCBA, $9876, $5432 DECLE $1000, $0000, $0000, $0000 DECLE $0000, $0000, $0000, $0000 DECLE $0000, $0000, $0000, $0000 Drums Drums are a special kind of instrument that are defined globally. A drum is a short and fixed sequence of tones with optional noise modulation. No pitch effects, vibrato, or envelopes are applied to drums. The drums section includes the patterns for each drum instrument, along with the instrument definitions themselves. A drum instrument pattern is a series of eight instrument definitions that describe the sound of the drum over time. This allows the shaping of the drum sound with varying measures of tones and noise, resulting in a richer sound. The library includes the macro Drum() that facilitates the definition of drum sounds. The macro is used as follows: Drum(TONE_PERIOD, NOISE_PERIOD, TONE, NOISE, VOLUME) ; #1 Drum(TONE_PERIOD, NOISE_PERIOD, TONE, NOISE, VOLUME) ; #2 ... Drum(TONE_PERIOD, NOISE_PERIOD, TONE, NOISE, VOLUME) ; #8 TONE_PERIOD: Corresponds to a 16-bit value describing the period of the tone to use. NOISE_PERIOD: Corresponds to a 16-bit value describing the period of the noise to apply. TONE: Declares whether to use the tone generator for this drum instrument: 1 = On 0 = Off NOISE: Declares whether to use the noise generator for this drum instrument: 1 = On 0 = Off VOLUME: Corresponds to a value in the range [0..15] describing the volume of this drum. Below is an example of a simple hi-hat cymbal instrument definition: @@hithat DRUM($380, $04, 0, 1, $D) DRUM($380, $04, 0, 1, $6) DRUM(0, 0, 0, 0, 0) DRUM(0, 0, 0, 0, 0) DRUM(0, 0, 0, 0, 0) DRUM(0, 0, 0, 0, 0) DRUM(0, 0, 0, 0, 0) DRUM(0, 0, 0, 0, 0) Song A song is a collection of patterns describing the notes and instruments to be played. The song definition includes a header, the sequence of patterns to play, and the pattern definitions. Header The song header describes the overall definition of the song, and takes the following format: DECLE SPEED, PATTERNS, INSTRUMENTS SPEED: The playing speed, expressed in frames. It actually represents the number of frames that each row in a pattern will last. PATTERNS: A pointer to the pattern definitions table. INSTRUMENTS: A pointer to the instrument definitions table to be used. Pattern Sequence The pattern sequence describes the order in which the patterns will be played. The sequence is comprised of the definition index of each pattern in the sequence. The pattern sequence is the actual musical sequence of the song, so only those patterns included in it will be played. The sequence may be terminated by a negative value identifying a looping point. The tracker will then backtrack that many patterns and repeat the sequence from that point. If the song is to terminate without looping, the magic constant $F000 may be use to tell the tracker to stop playing and clear its registers. Below is an example of a pattern sequence: DECLE 0, 1, 0, 1, 2, 3, 2, 4, -4 The above will play the patterns listed in order, and loop indefinitely through the last four patterns. Replacing -4 with $F000 will instead cause the tracker to stop playing at the end of the song. Patterns A pattern is defined by its length, followed by pointers to sub-patterns for all three channels. The length of a pattern is expressed in rows, where a row represents a discrete musical event in time. (The speed of the song defined in the header corresponds to the number of frames between each pattern row.) It is important to think of patterns not in terms of beats and measures like a musical score, but as rows of tracker events that alter the output of a particular channel over time. The format of patterns is as follows: DECLE length, sub_pattern_a, sub_pattern_b, sub_pattern_c Where the length is the number of rows in the pattern, and sub_pattern_a, sub_pattern_b, and sub_pattern_c are pointers to sub-pattern definitions for channels A, B, and C, respectively. NOTE: The tracker assumes that all patterns have the same length. You are advised to ensure this is the case, or else Bad Things may happen during execution. Instruments This section holds all song instrument definitions. Each instrument includes information about pitch effects, optional amplitude modulation (vibrato), and an envelope. The instrument definition takes on the following format: DECLE PITCH, VIBRATO, ENVELOPE PITCH: A pointer to a pitch effect object previously defined in the global header. VIBRATO: The amount of vibrato effect to apply, in the range of [0..3]: 0 = no vibrato 1 = low 2 = medium 3 = high ENVELOPE: A pointer to an envelope object previously defined in the global header. Up to 15 different instruments can be defined. Sub-Patterns A sub-pattern indicates the actual notes to be played in a pattern, the instrument to be used for each note, and its volume. A note in this context describes a discrete tracker event which alters the output produced by a channel over a series of rows. The tracker library includes the macro NOTE() to define notes. For standard instruments (i.e., not drums), the macro takes as argument a string in the form: NOTE("NnO IVL") N = Musical note (from A to G) n = # for sharp; - for regular O = Octave (from 1 to 7) I = Instrument (from 1 to F, with '0' meaning no change) V = Volume (from 0 to F) L = Length, in rows (from 0 to F) The length is the number of rows to wait before the next event, and corresponds to the length of the note minus 1. For instance, a length of 7 corresponds to a note lasting for eight rows: the tracker will apply the note event on the current row, and wait for seven more until the next event. For drum instruments, the "NnO" parameter is replaced by the "DRM" keyword: NOTE("DRM IVL") I = Drum instrument (from 1 to F) V = Volume (from 0 to F) L = Length, in rows (from 0 to F) The library also includes the macro NOTES(), which defines four notes at a time. Any unused arguments can be padded with empty strings. For example: @@p003 NOTES("A-5 3F7", "G-5 3F7", "E-5 3F7", "F-5 3F1") NOTES("E-5 3F5", "", "", "") The "NnO" parameter may also be replaced by the "NUL" keyword, which means that no note change has occurred for this event. This makes it possible to define notes with a length greater than 15. EDIT: Corrected typos and edited for clarity.
  20. Introducing IBN-to-IMT: A program to convert music data from IntyBASIC Notation (IBN) to Intellivision Music Tracker format (IMT). Description: The program will translate a music module composed in IntyBASIC Notation (IBN), into the data format used by the Intellivision Music Tracker (IMT). The result is an assembly source file with the original song represented in the target format. The output file includes instrument definitions that attempt to reproduce the IntyBASIC sounds. By default, IBN-to-IMT will produce output to support 6 channels, following the default configuration of the Intellivision Music Tracker. It will also try to determine automatically the most optimal length of patterns to use, removing duplicate patterns across all channels. The default behaviour can be altered with command line options. How It Works: The crucial problem that IBN-to-IMT attempts to address is how to identify patterns, and how to determine an optimal pattern length in which to split the song data. The solution it employs is actually to apply brute-force. First, the program scans the original BASIC source file and identifies all the labels and music player commands, extracting a stream of note events (the song stream) and splitting them into channels. Any music subroutines encountered via the command "MUSIC GOSUB" are unrolled and included inline as part of the song stream. Throughout this entire pre-processing step, the volume and active instrument of each channel in the original source is tracked. Then, operating on each extracted channel in turn, the program splits the song stream repeatedly into patterns of various row lengths. At each split, it attempts to deduplicate re-occurring patterns across all channels, and computes an estimate of the size of the data needed to reproduce it. When all lengths are tested, the program compares the relative sizes of the data for each iteration, and chooses the smallest one. This is assumed to be the optimal length with a balance between rows and data size. The selected pattern split is then rendered in the Intellivision Music Tracker (IMT) format by emitting the sequence of reused patterns, the channel patterns, and their individual note event sub-patterns. Any patterns corresponding to a labeled section in the original, will include a comment with its corresponding label for reference. Caveats: You must ensure that the source file contains only song statements in valid IntyBASIC Notation (IBN). Variable song speed is not supported by the Intellivision Music Tracker. Therefore, the "MUSIC SPEED" command simply sets the speed for the entire song. The program works best when the original song is naturally organized into repeating groups of notes or musical passages of the same length. Because the implementation of the Intellivision Music Tracker synthesizer is different from that of the IntyBASIC music player, the instrument sounds will only be approximations. The commands "MUSIC STOP" and "MUSIC REPEAT" are interpreted as the end of the song. Therefore, any following statements will be ignored unless referenced in some other way. You should take care to ensure that control-flow commands such as "MUSIC JUMP" and "MUSIC GOSUB" follow a coherent and logical flow. Chaotic jumping around in your song may not translate correctly. Be very careful when exiting a subroutine prematurely via a "MUSIC JUMP" command. This may result in unbalanced "GOSUB/RETURN" pairs. Because pattern extraction occurs independently of label positioning, there is a chance that labels wil not line up with the start of a pattern. Consequently, determining the backtracking from the target of a "MUSIC JUMP" command may fail. In such event, the program will default to an end-of-song marker. Known Issues & Limitations: Error checking is superficial at best. (What can I say, I'm an optimist. And lazy.) Drum arguments are read and extracted, but completely ignored during processing. The control-flow command "MUSIC JUMP" is treated in a special way: If it points forward into the song stream, it will skip all notes until that point If it points backwards to a previously encountered label, it will signal the end of the song and set the target as the repeat offset for backtracking at the end of the sequence. If a target pattern cannot be determined for some reason, it will default to the end-of-song marker. The performance command "MUSIC SPEED" will override the actual speed of the entire song, not just of the following sections. How To Use: For details on how to use IBN-to-IMT and for a comprehensive description of its features and available options, please see the User's Manual included with the program. Requirements: IBN-to-IMT is implemented as a Perl script. Therefore, you need an installation of the Perl programming language in your computer. On Mac, Unix, or Linux systems, Perl is usually included automatically in the standard operating system distribution. For Windows PCs, you may need to download one and install it. There are many distributions out there, most of them free for non-commercial use. One I've used in the past is ActivePerl from ActiveState. Acknowledgements: This program would not have any reason to exist if it were not for the fabulous work by Arnauld Chevallier (@Arnauld) and Oscar Toledo (@nanochess), respective authors of the original Intellivision Music Tracker and IntyBASIC. I would also like to thank @Nyuundere and @First Spear for suggesting the idea for this tool, and for providing sample files from their own personal repertoires on which to test. Most of my initial testing was done on a few sample IBN files I found in this forum, which happen to be published by @First Spear. Download: IBN-to-IMT is now included as part of the Intellivision Music Tracker distribution package. You are encouraged to get the latest version of the tracker from its dedicated thread. Nonetheless, below is the conversion program on its own, along with a copy of the user's manual. trk-utils.zip ibn2imt-manual.txt UPDATES: 2021-03-04: Updated attachments to latest version (from trk-distro-r4).
  21. I was looking into rgb mods for the intellivision and besides the RetroRGB mod kit there isn't much available for ntsc models. I discovered a pal mod circuit here which requires 3 bits for red, green and blue, which ntsc models don't have. Instead, ntsc models have a 4bit code (one nibble for each background color) and the AY-3-8915 does all the color processing. My goal is to design a decoder circuit which takes the 4bit color code and convert it into the 3 bits per color rgb code. To do this I need to know the 3bit rgb codes for each background color so I can design the decoder. Does anyone have a pal intellivision service manual with the rgb color table? Would someone with a pal intellivision be willing to open it up and measure the rgb bits on the LM1886 for each background color? I have included a test rom and truth table for anyone willing to help me out. Thank you! intv_rgb_color_test.zip
  22. While doing some other research, I discovered that Mattel actually was issued a patent for the color coding they implemented in ECS BASIC! US Patent 4,617,643: Syntax error correction method and apparatus I've attached the full PDF. Or, you can follow the link above. US4617643.pdf
  23. You know... some Intellivision Cartridges would make an awesome ramp for an Evel Knievel to make a new historic jump over not 1, not 2, but 3 Intellivisions! Or a jump over tons of Carts lined up in a row. I hope to make this happen in 2021... This is just one of the things I noticed while doing a HUGE Unboxing video today, a wonderful gift from Casey Nydahl. He gifted me a huge assortment of Intellivision goodies and I made a 20 minute video unboxing it all. This is when I stumbled across the angle of an Intellivision Cartridge could make a great ramp for Evel. Now.. to buy a new Evel Knievel and stunt cycle so I can make this jump later this year. LOL. Of course I may need to make a real ramp as odds are the cart will just make Evel endo! Until then, come along for a humble and exciting unboxing... one I will remember forever in my Intellivision Life.
  24. Hello, In my aim to make the Intellivision Music Tracker useful and increasing its appeal to IntyBASIC programmers, I want to make sure it at least offers at a minimum any critical features that the IntyBASIC music player has. One thing that was missing, and that some have already asked me about, is the ability to disable channels in the tracker so that you can use them for sound effects. Unfortunately, the Intellivision Music Tracker messes with all PSG channels during playback, even if it's just to re-assert silence. I added a simple enhancement that allows the programmer to configure the tracker at runtime to leave some PSG channels untouched. It works by organizing the channels into a prioritized list, and only using the number of channels requested, starting from the one with the highest priority. In order to emulate something like "PLAY SIMPLE" in IntyBASIC, I chose to assign the lowest priority to the third channel of each PSG. The priority list then looks like this: A (Main PSG) - Highest priority B (Main PSG) D (ECS PSG) E (ECS PSG) F (ECS PSG) C (Main PSG) - Lowest priority +-----------+-----------+ | MAIN PSG | ECS PSG | +---+---+---+---+---+---+ | A | B | C | D | E | F | +---+---+---+---+---+---+ | 1 | 2 | 6 | 3 | 4 | 5 | +---+---+---+---+---+---+ So, for example, if you are only using the main PSG without the ECS, and you request 2 active channels, the tracker will use "A" and "B" and leave "C" untouched. Likewise, if you plan to take advantage of the ECS extra PSG to play additional music channels, you can request 5 active channels and the tracker will use "A", "B", and the three ECS channels, and still leave "C" untouched. That allows you to predictably reserve "C" for sound effects, and still take advantage of the extra sound channels of the ECS for the tracker, just like when using "PLAY SIMPLE" in IntyBASIC. However, in contrast to "PLAY SIMPLE," you are not constrained to just reserving one or two channels; you can configure the tracker to use anywhere from 1 to 5 channels, disabling the rest and reserving them for external use. All you need to do is use the macro "SET_ACTIVE_CHANNELS(n)" where "n" is the number of channels to use. The default is 6, letting the tracker use them all. ' Enable 5 channels for tracker use. ' This reserves channel "C" for other things. SET_ACTIVE_CHANNELS(5) ' The song will start playing immediately. CALL TRKLOADSONG(VARPTR MYSONG(0)) (Obviously the feature is available using the native Assembly Language interface of the Intellivision Music Tracker as well.) The full set of channel priority configurations are as follows: +------------------------+-----------+-----------+ | | MAIN PSG | ECS PSG | +------------------------+---+---+---+---+---+---+ | SET_ACTIVE_CHANNELS(n) | A | B | C | D | E | F | +------------------------+---+---+---+---+---+---+ | 1 | X | - | - | - | - | - | +------------------------+---+---+---+---+---+---+ | 2 | X | X | - | - | - | - | +------------------------+---+---+---+---+---+---+ | 3 | X | X | - | X | - | - | +------------------------+---+---+---+---+---+---+ | 4 | X | X | - | X | X | - | +------------------------+---+---+---+---+---+---+ | 5 | X | X | - | X | X | X | +------------------------+---+---+---+---+---+---+ | 6 | X | X | X | X | X | X | +------------------------+---+---+---+---+---+---+ LEGEND: [ - ] => Inactive [ X ] => Active One important thing to note is that, because channels "A" and "D" are the only ones in which the tracker supports drums, we may want to keep those at a higher priority, or else you lose the ability to use drums when using less than the full set of channels. What do you guys think? I know it is a useful feature to be able to reserve some channels for non-tracker use, but is this a good interface? Would it be helpful, or is it too confusing? Is the priority order too wonky? Any feedback will be welcomed! -dZ.
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