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Found 262 results

  1. THE STORY: I was looking at computer cases the other day for my big PC, as it's getting older, and while the hardware is all still good and plenty fast for me, I figured it might be time for a cosmetic upgrade. Everything looked like the same boring thing. I was like "Man I wish I could get a case that has a retro look...then got to looking at some cool case mods...and then it hit me! For those that don't know, a case mod is where you shove PC innards into something besides a regular computer case. I had a buddy that shoved PC components into an old Xbox case, you can look online and see everything from giant, custom made beautiful cases, to the downright strange (a computer case made completely of ice...somehow?) I looked online, a casual search showed that nobody seems to have made a case mod out of an old Intellivision...so I decided that's what I'm going to do! Space-wise, there obviously isn't enough room for my big PC to fit into the Intellivision, but I have a little server/HTPC on my living room TV, and with some experimentation last night it looks very possible to fit everything inside! THE PLAN: I have a broken Intellivision I bought to fix the controllers on my working one, so it'll be perfect to use and not sacrifice a working unit. Only downside is that there is only one complete controller, so I plan on having that one for realism, and the other side I'll maybe 3D print a cover or some sort of clever thing to make it nice (besides, I might need the space for airflow or the power supply...). I can cut away most of the mounts for the Intellivision innards, and cut out the appropriate holes for the GPIO, power, & USB header I've got my little server/HTPC, it's in a tiny HTPC case, and consists of a mini ITX board, card reader, hard drive, and power supply (also had a DVD drive...but I can forego that): The ITX board just barely fits without cutting, so when I cut the hole for the GPIO, it will fit perfectly, and the CPU fan aligns just right with the center controller cord grille. I can take out the ITX mounting plate from the case, so the board will be secure. The hard drive is a 3.5in, but I have an extra 2.5in laptop drive that will be better for space, I figure I can mount it on the upper cover somewhere. The card reader may not fit, I was planning to put it where the cartridge slot is, but it looks a bit too long for the upper cover mount. However...I may not use the upper cover mount screws...so that will be a wait and see. If not the card reader, then just the smaller USB header that does fit. The power supply will be the biggest hurdle. It simply doesn't fit no matter where I put it, too fat. I'll probably need to buy a new one, but even the smallest kind will be tough to fit without lots of cutting. Alternatively, I may try to open the power supply up and see if I can mount the innards to fit. Since it is very low power (the thing draws less than 40 watts at full throttle!), it doesn't need a whole lot of airflow, so I think as long as a I keep the CPU fan & power supply fans unblocked, I won't need additional cooling. The Intellivision already has some vents underneath the wood grain, so it will be a good intake from the bottom, exhaust up top flow. Obviously mounting everything will be custom, I'm thinking a shopping trip to Frys Electronics to get some stuff for mounting. I'll attempt to keep everything as hidden as possible, but that missing controller will be a dead giveaway either way As far as keeping it look nice, the Intellivision has seen better days, but should be fine after a good cleaning. I'll try and keep most of the mountings and screws and things on the bottom or back of the case where they can't be seen. I think for the sake of airflow and possibly mounting things I may need to put taller "feet" on the console, but it shouldn't be noticeable. I'm thinking I might put a hinge on the cover, so I can open it up easy. I think I'll start by cutting away the old plastic mount moldings in the Intellivision so I can start figuring out where exactly to put things, I'll post some pictures tonight. I know there are easier things to do, yes I'm aware of the Raspberry Pi, & other such items. But I want a full-blown Windows PC that I can nicely display on my living room TV, and I already have almost all the parts for it! Hope 'yall enjoy reading, and hope I can get it done in a reasonable amount of time. Should be a pretty fun project I think. Let me know if you have any tips/ideas, or questions!
  2. Here is my list of spares, for sale, for trade: http://www.classic-consoles-center.at/s__tradesell.pdf Prices are in the list. And I will be happy to trade.
  3. Here's the official thread for Sydney Hunter & The Sacred Tribe We've been working on this game since June 2015 It's in programming stage since January 2016 We're planning to release it somewhere in 2016 Here's a quick preview (taken from an emulator)
  4. I showed them off, why shouldn't i upload them here? It's a set of 181 icons, some games have alternate versions The idea is, resp. i use them to start the games from a shortcut i.e. to JZINTV The size of the icons is 256x256, big enough to be showed nicely as "large" or "extra large" icons in the explorer window. I feel it's a not only nice also a neat way to run Intellivision emulated on a PC, which emulator you might prefere ever. Of course it leaks of overlays get shown, best solution to this was imo "INTV Win" which showed the overlays at right side of the playfield in "INTV Win" But "INTV Win" is obsolate, it runs only in XP compatibility mode on recent machines. A far better solution, if one needs the overlay at all and if neither a original controller or original overlays are at hand, is to print them out, in this way you can play the game using your favorite joypad (i.e. a playstation pad or similar) and place the printed out overlay somewhere on your desk or stick it on the monitors border. If you are very common with a game you won't need them at all and starting them from a shortcut is something nice. intyicons.zip I'm aware it's a lot of work to make all the shortcuts to the games, a hint: create a template shortcut and enter all commandline options even the path to the bin's but don't call a specific bin or rom with it, also i suggest to select already a default icon for this template, i.e. "runningman.ico" (present in the "Intyicons.zip"). this template shortcut you can copy into a folder named i.e. "MyIntellivision" and edit the left missing name of the bin which is to call as well to select the proper icon from the icons folder which is fortunately already selected in the template. finally rename the shortcut to the games name. certainly one doesn't have to use them all, maybe one likes to start only his favorites in this way, it's a good solution for this. It could look like this: Sometimes it's simply the boxfront image, sometimes i took a little effort to fit them better to the square size of a icon, certain ones are cutout (i.e. all intellivoice games). Some could be made better, like the "Atari" and some "Coleco" releases they didn't look good to me and i will change them once. You might have noticed in the picture above a "Inty Jukebox" it's nothing else as a shortcut to a simple batch which will call JZ's Songplayer demos one after the other. "Oldskool" and "Partyline" are not ideal, but even this can still be changed. It's relatively easy with GIMP to create the icons, just cutout the image, scale it i.e. to 512x512 pixels, scale it down to 256x256 pixels (why so complicated? if you scale the non square images directly down to 256x256pixels the result isn't as good as if you scale the image larger as it will be finally, downscaling later in the same aspect is better) set a alpha channel and convert the image to 8bit + alpha channel, use either no or a ordered dithering this gives the best results when used later in the explorer, because they won't probably appear in the full size and if scaled down by the explorer a "Floyd-Steinberg" dithering won't look good. make a rectangular selection but this time specify "rounded corners" 15 to 25 pixels depending on the original is usually fine, inverse the selection and erase the spare rounded corners, export the icon as .ico in GIMP, GIMP will ask you in which format, if it's a 8bit one it will be preselected. I converted all to 8bit, it saves some bytes and the result is as good as a 24bit icon if you use no or a ordered dithering for 8bit depth.
  5. Do all of the Mattel releases have a Hong Kong variant (of the original USA version)? Also, I noticed that my Mission X that (like many of you) I bought from here eBay Auction -- Item Number: 390646667439 was made in Singapore. This is the Mattel gatefold version. The seller claims it is a "UK" version. Did the UK have its own line of variants for Mattel releases? Also, I noticed that Intellivision, Inc. releases were made either in the USA or Singapore. Is there a Singpore variant for each I.I. title? Or are there some that are Singapore only? I was hoping someone would spare me the trouble of looking at all of these titles on intvfunhouse!
  6. Title says it all. Interested in all sealed Intellivision titles, including original Mattel releases, Intellivision Inc. variants (the Mattel titles that were re-released by Intellivision Inc. and not original INTV titles and ports which, to the best of my knowledge, were not shrink wrapped), and third-party releases. Please PM if you have any for sale. I also have sealed Intellivision games to trade (see list below). Thanks!
  7. The Intellivision Homebrew Release Schedule updated for January 2014. A few date changes and moved a few games to the coming soon section. Added OLD SKOOL to the coming soon section, cart release in Feb by Elektronite. Space Raid added to list as well. Main Homebrew Release page: http://intellivisionrevolution.com/homebrew-releases Check out the newly revised layout for the Coming Soon section: http://intellivisionrevolution.com/homebrew-releases-coming-soon Any changes needed let me know!
  8. Anyone else actively collecting sealed Intellivision games? I think I have around thirty different titles/variants but am looking for more. [see my Wanted thread here: http://atariage.com/forums/topic/218084-wtb-wttf-new-sealed-intellivision-inc-titles/ ] Most of them are still relatively inexpensive compared to Atari and especially ColecoVision games. There's something about the look of open and worn Intellivision boxes that makes me not want to display them. (I guess the same goes for boxes of other systems.) What are the favorite sealed Intellivision games in your collection? #1 for me is a Spanish International Edition of LV Poker & Blackjack.
  9. 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.
  10. I just learned that there are three side action button mappings on the Inty controller (for four physical buttons). The top left and top right are the same button, while bottom left and bottom right are actually mapped separately. My question is, are there any games that use three discrete functions for the side action buttons (not the keypad)?
  11. Time to welcome a new 125 Club Member, Mauricio Rios from Calif. USA. Another very nice collection with some nice homebrews and many variation, and an Intellivision flair pen? Not even Cmart has that! http://intellivisionrevolution.com/entries/intellivision-miscellaneous/new-125-club-member-mauricio-rios
  12. - FOR IMMEDIATE RELEASE - Oklahoma's Retro Video Game Exhibition Returns TULSA, OK (April 5, 2013) – Classic video games will return from history, as mid-America's one and only OVGE returns for the tenth Oklahoma Video Game Exhibition! On September 21, 2013 video game collectors and enthusiasts from Oklahoma, Arkansas, Kansas, Missouri, and even further will travel together to the Spirit Bank Event Center in Tulsa to celebrate the history, hobby, collecting, and entertainment of the video gaming industry. “Before the OVGE, people from the surrounding states had to travel across the country for events such as this,” said Jesse Hardesty, founder and organizer of the OVGE. "And since the OVGE first began back in September of 2003, we have inspired many other retro conventions in the surrounding areas." In 1972, the release of the Odyssey by Magnavox, the first multi-video game system for the home was a new technological curiosity. Seven years later in 1977, Atari released the 2600VCS and both created and changed home entertainment forever and the beginning of a new industry! Then, in the year of 1983 an overflow of poor games and even poorer sales resulted in the great crash of the video game industry. A crash that wouldn't heal until 1985, with the introduction of the Nintendo Entertainment System, video game sales and popularity have flourished ever since! Still, many video game players find themselves returning to classic video games. With the advanced high definition graphics and motion control of today’s video games, why are so many people fascinated with the classics? “Even though modern game systems have amazing graphics and sound, the most important aspect of any video game is that it actually be fun to play. Because classic game systems, like the Atari 2600, had very simple graphics, game designers had to focus on the game-play. Those same games that were fun in the late ‘70s and early ‘80s are still just as much fun today,” stated Albert Yarusso, modern video game programmer and co-founder of AtariAge.com. It is this simple pick up and play philosophy that makes for quick gaming and is a philosophy still active today with the rise of mobile games and powerful portable handheld gaming systems. "With video gaming being today’s main form of home entertainment, the history behind it should not be forgotten,” said Hardesty. “The Oklahoma Video Game Exhibition provides today's youth and their parents a chance to visit and interact with that past." This year, some of the proceeds from OVGE will benefit the Autism Center of Tulsa a non-profit organization dedicated to improving the lives of those affected by autism, a series of spectrum neurological disorders now being diagnosed in approximately one in every eighty-eight births in the United States alone. Numerous video game systems, computers, and arcade machines, will be set up for the public to play plus tournaments and door prizes! Vendors and exhibitors will have memorabilia on display with most items for purchase. Doors will open to the public at 9:00 a.m. and close at 5:00 p.m. Cost of admission for ages eight and above is $5 dollars at the door. The OVGE is organized by gaming enthusiasts who want to share their hobby and passion for classic and modern video games with the public. For more information and complete details, visit www.ovge.com.
  13. Folks , I'm needing a support here. My console is real dead. Open up today and removed the shield , cheked voltages , and visually inspection. power supply is good , I have Vcc on the pcb , removed all chips socketed, re-inserted (they were well tighted to the ICs support etc, ect,.. But at the end all I got is blank screen. Probably the STIC is dead. Just to check my suspect I would like to ask somebody to measure the main Stic Pins(1,17,20,40 ) in a working unity please, with any cart inserted. Also does anybody has a STIC available or can help me buy one ? I'm making some quotes but as it's a chip out of line, probably I'll have some difficulties to find one. Rgds...
  14. Hi guys,roaming village idiot in need of advice I managed to find - if that's the right word - some rare games. I say find,theyre a find if you guys can help me verify the authenticity. I might just be being paranoid but is there such a thing as a pirate copy of things like Spiker? I'm just beginning to dip into this level of rarity,throw anything Nintendo at me and Ill spot the tiniest flaw at 100 yards blindfold on a galloping horse at midnight~but the Intellivision is a new world to me. Anyway,much excitement boiling in me I went to take a peek at a few games a collector is offering. Now among his collection were games like Pole position,body slam,slap shot,super pro skiing,super pro decathlon and the REAL rarities,a Spiker & Mud Buggies. To me they all looked much of a muchness but up close the boxes looked a different texture on the card. Is this just a normal variation? The Spiker & Super Pro decathlon were almost like a canvas finish if you get my drift,kinda like a fine cross hatching on the surface. I noticed other boxes were smoother . The SPDecathlon was pretty rough but the Spiker near mint. The Mud Buggies was also a bit rough too and had the same sort of finish. All looked to 'have age' .The instructions inside were a bit coloured on the outside folds ,the internal folded sections being much whiter as you'd often find. The carts - here Im struggling! On the rear of 'standard' Intellivision games I see on some ~ Mattel 1979 and copyright Mattel etc yet on others just a plain white label on the cart and nothing on the rear. Is this again standard ? These carts were all plain on the rears . Among my other collecting obsessions Im stumbling on Intellivision stuff,happily from some Nintendo collectors Ive dealt with for years,but where I can talk with authority on Nintendo stuff Im flamin' struggling on Intv gear. Im probably missing bargains & paying too much for other bits but in a grim kinda way its a perverse part of the appeal. Not that I'd be excited to have missed a Congo Bongo at £50 of course but Im enjoying the learning curve-steep as it's proving to be. I didn't expect to find such rarity here in the UK given worldwide mythology surrounding such games nowadays but Im also concerned and don't want to be a complete plum and rush in and buy a flippin' pirate game. Any tips? These games aren't going anywhere as the chap owes me a few £hundred for some gear I sourced him so he's 'in my pocket' (I wish!) Anyway I just had to ask,I was a bit loathe to start asking to take pics as I had forgotten my camera and even phone so it'd have been taking the Michael to ask to borrow his camera but I can try to get some tomorrow or the day after. Its burning my butt knowing there are titles like that round the corner,OK he's not giving them away but if theyre genuine hopefully theyre a good buy at UK (daylight robbery) prices! Its hard to find anything definitive as to what I should be paying for a Mud Buggies or Spiker (or pro decathlon) so again any help would be very much appreciated!!! Its half past stupid o'clock here in the UK now so Ill check in tomorrow and see if I can pop some pics up if I can get time to go chase the guy down for a few minutes among the stupid work stuff that blights my life
  15. Hi guys,roaming village idiot in need of advice I managed to find - if that's the right word - some rare games. I say find,theyre a find if you guys can help me verify the authenticity. I might just be being paranoid but is there such a thing as a pirate copy of things like Spiker? I'm just beginning to dip into this level of rarity,throw anything Nintendo at me and Ill spot the tiniest flaw at 100 yards blindfold on a galloping horse at midnight~but the Intellivision is a new world to me. Anyway,much excitement boiling in me I went to take a peek at a few games a collector is offering. Now among his collection were games like Pole position,body slam,slap shot,super pro skiing,super pro decathlon and the REAL rarities,a Spiker & Mud Buggies. To me they all looked much of a muchness but up close the boxes looked a different texture on the card. Is this just a normal variation? The Spiker & Super Pro decathlon were almost like a canvas finish if you get my drift,kinda like a fine cross hatching on the surface. I noticed other boxes were smoother . The SPDecathlon was pretty rough but the Spiker near mint. The Mud Buggies was also a bit rough too and had the same sort of finish. All looked to 'have age' .The instructions inside were a bit coloured on the outside folds ,the internal folded sections being much whiter as you'd often find. The carts - here Im struggling! On the rear of 'standard' Intellivision games I see on some ~ Mattel 1979 and copyright Mattel etc yet on others just a plain white label on the cart and nothing on the rear. Is this again standard ? These carts were all plain on the rears . Among my other collecting obsessions Im stumbling on Intellivision stuff,happily from some Nintendo collectors Ive dealt with for years,but where I can talk with authority on Nintendo stuff Im flamin' struggling on Intv gear. Im probably missing bargains & paying too much for other bits but in a grim kinda way its a perverse part of the appeal. Not that I'd be excited to have missed a Congo Bongo at £50 of course but Im enjoying the learning curve-steep as it's proving to be. I didn't expect to find such rarity here in the UK given worldwide mythology surrounding such games nowadays but Im also concerned and don't want to be a complete plum and rush in and buy a flippin' pirate game. Any tips? These games aren't going anywhere as the chap owes me a few £hundred for some gear I sourced him so he's 'in my pocket' (I wish!) Anyway I just had to ask,I was a bit loathe to start asking to take pics as I had forgotten my camera and even phone so it'd have been taking the Michael to ask to borrow his camera but I can try to get some tomorrow or the day after. Its burning my butt knowing there are titles like that round the corner,OK he's not giving them away but if theyre genuine hopefully theyre a good buy at UK (daylight robbery) prices! Its hard to find anything definitive as to what I should be paying for a Mud Buggies or Spiker (or pro decathlon) so again any help would be very much appreciated!!! Its half past stupid o'clock here in the UK now so Ill check in tomorrow and see if I can pop some pics up if I can get time to go chase the guy down for a few minutes among the stupid work stuff that blights my life
  16. https://www.facebook.com/groups/519858548078322/permalink/1340030559394446/ from " Michael Thomasson 2 hrs Okay, I can finally spill the beans on this project. AtGames is releasing a second Intellivision Flashback this fall and it will have the games you want by Data East (Burgertime, Lock 'n Chase, Bump 'n Jump, etc.) as well as the TRON games, and more! "
  17. I'm finally getting around to posting the Blue Whale / Black Whale reverse engineering document. The document calls it Black Whale. But, in talking with Steve Roney and Bill Fisher, nobody there remembers any name other than Blue Whale for this device. In any case, there's extensive reverse engineering notes including schematics, commented disassembly, a user's guide, and pictures. All in all, about 100 pages of goodies. There's one little bit of disassembly on the 6502 side I haven't 100% worked out: The code that stitches the debugger into the KC's menu. The rest, though, is pretty thoroughly understood. Enjoy! ____________ Revision History 2018-04-23, A: Initial public release, immediately withdrawn 2018-04-23, B: Regenerated to fix some last-minute formatting issues. 2018-04-24, A: Corrected descriptions of code that rewinds PC when hitting a breakpoint, and the code that interprets SDBD : [email protected] Rx, R7 when single stepping. Intellivision_Black_Whale_Reverse_Engineering_Report_20180423b.pdf Intellivision_Black_Whale_Reverse_Engineering_Report_20180424a.pdf
  18. Another recent thread from INTVPROG that's getting cock-blocked by Yahoo's crappiness. ___________________________ Hi, there, I just noticed a change in the assembler's formatting of the LISTING file. Whereas each decle was always rendered in its own line, now consecutive decles (like for strings) are arranged on the same line. What's more, these lines appear to be of arbitrary length, making it harder (at least for me) to discern specific words. For instance, contrast the following original formatting: ; I can follow this vertical stream of words... 500F 0001 DECLE 1,1,1,1,1 ; 500F Initial color stack 0 and 1: Blue 5010 0001 5011 0001 5012 0001 5013 0001 5014 0075 DECLE 2017 - 1900 ; $5014 5015 0043 STRING "Christmas Carol", 0 5016 0068 5017 0072 5018 0069 5019 0073 501A 0074 501B 006D 501C 0061 501D 0073 501E 0020 501F 0043 5020 0061 5021 0072 5022 006F 5023 006C 5024 0000 With the new formatting: ; Looks like a jumble of numbers thrown in a pack... 500F 0001 0001 0001 0001 DECLE 1,1,1,1,1 ; 500F Initial color stack 0 and 1: Blue 5013 0001 5014 0075 DECLE 2017 - 1900 ; $5014 5015 0043 0068 0072 0069 STRING "Christmas Carol", 0 5019 0073 0074 006D 0061 0073 0020 0043 0061 5021 0072 006F 006C 0000 Line at location 0x5019 seem to pass beyond its "margin," blending into the source. I find this highly distracting. Is there a way to regain the previous formatting, an assembler directive or option perhaps? dZ.
  19. After seeing a comment on another thread about not knowing how to perform smooth acceleration of objects, I decided to throw together a quick demo of how I implement such things. This may not be the most idiomatic IntyBASIC code. But, looking at the compiled output, it's not too bad. nanochess: If you think this is worth including in the contrib directory, be my guest. The heart of the code is the UpdatePhysics procedure. It implements some really straightforward equations: Velocity1 = Velocity0 + Acceleration Position1 = Position0 + Velocity1 The devil, of course, is in the details: Shifting, rounding, handling signed vs. unsigned values, and of course, handling wraparound on the screen. . '' ======================================================================== '' '' UpdatePhysics '' '' '' '' This computes the new position and velocity given the current velocity '' '' and acceleration. '' '' '' '' AX, AY give the new acceleration input for the selected object. '' '' The acceleration inputs are zero for all other objects. '' '' ======================================================================== '' UpdatePhysics: PROCEDURE ' Compute new velocity for selected object. #V = VX(SEL) + AX IF #V > 127 THEN #V = 127 IF #V < -127 THEN #V = -127 VX(SEL) = #V #V = VY(SEL) + AY IF #V > 127 THEN #V = 127 IF #V < -127 THEN #V = -127 VY(SEL) = #V ' Compute new position for all 8 objects. FOR I = 0 to 7 #V = VX(I) * 4 #PX(I) = #V + #PX(I) ' Stay on visible display by keeping X in [0, 168]. IF #PX(I) >= 168*256 THEN #PX(I) = (168*256 XOR (#V > 0)) + #PX(I) #V = VY(I) * 4 #PY(I) = #V + #PY(I) ' Stay on visible display by keeping Y in [0, 104]. IF #PY(I) >= 104*256 THEN #PY(I) = (104*256 XOR (#V > 0)) + #PY(I) NEXT I END . Also, the code implements its own 16-direction disc direction decoder, since I didn't see how to do that with IntyBASIC's built-in primitives. I wanted to be sure I clearly separated each input into keypad vs. action vs. disc, while also supporting all 16 directions. So, I sample CONT once (ok, technically twice), and do the rest of the decode myself. This gave more consistent results than when I sampled CONT multiple times. . accel.zip
  20. Hi, Can we trade overlays here? I was wondering if we could? I can trade one of the following overlays: Astrosmash B-17 Bomber Buzz Bombers AD&D (Cloud mountain/Crown of Kings) Demon Attack Minotaur/AD&D Tarmin Night Stalker Sub Hunt Word Fun Word Fun (2 of them) I'm looking for: Auto Racing Bomb Squad Bowling Chip Shot Golf Slam Dunk Basketball (1 or 2) Golf Tennis Thunder Castle Triple Action Dracula Microsurgeon Land Attack? homebrew? others...but not as important please msg me if you want to trade.
  21. I bought some intellivision games today and these were in the box. I thought they were just games taken out of the shell, but the person I bought them from said they haven't been touched in years. He said his at her brought them home from work when he worked for Mattel. One is obviously a test cartridge, but I've never seen one like it. I have no clue what the other three are because I do not currently have a system. I was hoping someone would know what they are. I know it's a longshot, but if anyone knows, it'll be the folks here. Thanks for any help!
  22. Source code in the programming forum. songproto-BackInBlack.rom
  23. Hello Y'all, Check out the SUPER PHAT score I popped today in Space Armada. Last August I got a crazy score of 31,793,900+ in Practice Mode. The score I got today was in Game Mode and it crushes my high score I got over 35 years ago. That score was 2,835,000+ in Game Mode. Someone here said that they read the code for Space Armada and they said that there were 9 spaces for the score meaning scores could go out to the 9th place or 999,999,999. So once I heard that the challenge was on and now that challenge has been met. 107,351,520 POINTS!!! Sorry I missed the Space Armada High Score Club Contest back in April. I will keep my eyes open for the next one. Is this contest held once a year and is it usually in the Spring? I love Space Armada, but now there might not be much reason to play it anymore as both my high scores (in Practice Mode and in Game Mode) I will surely never beat. I played it for years trying to beat my High Score when I was a kid and completely SMASHED it today.... 😱😱😱 To me these are the two highest scores in Space Armada ever (31,793,900 in Practice Mode and 107,351,520 in Game Mode). Until I hear or see otherwise that's my story and I'm sticking to it. 😋 Cheers! Rickster8 PS - Just to be clear. I am in no way trying to enter this score into any contests as I know full well that this score was attained from 'Excessive Point Leeching' and / or 'Camping'. I know that this is against the rules and I'm fine with that. I just posted this to show that I crushed my old high score in Game Mode and that I met the challenge that was made last Summer to get a Space Armada score that was 9 digits long. That being said, I regularly get over 100k in Space Armada (in Game Mode) without 'Excessive Point Leeching' and / or 'Camping' so I feel I would be pretty tough to beat. Also, if I posted this into the wrong section of this site I apologize as I am still relatively new to this site. Only 15 total posts to date. So if there is another spot that this type of post belongs please let me know. Lastly, if there is anyone who thinks that this score / pic is a fake, doctored in any way or photo-shopped. Please know I have 30 or so different pics of my ridiculous Space Armada score from yesterday which I will gladly post if there are any Doubting Thomas's. 😜😛😝
  24. Hello, I am Oscar Kenneth, from Kai Magazine Software. A few months back I presented you a Project we were working on: Thio’s odyssey. Turns out I received some offers and the game will be published by Elektronite, with a different name (Ninja Odyssey) and lots of changes and improvements. The premise is very different now and the playability has evolved a lot, including different shurikens, a red suit for double jump, an intro, final bosses, smooth moving multi-colored enemies and many more things. I am attaching a video link and some snapshots: The video is recorded at 30 Fps but the game runs perfectly smooth at 60 Fps, so it will look much better on your console. This game does not require any additional hardware and it works on any Intellivision console. We are working on other Intellivision games, so if you like this one, stay tunned That’s all for now. I hope you like the game.
  25. I have a lot of games I'm trying to get rid of so I wanted to offer them here before they end up at the game store. I may entertain cash offers but mostly looking for trades at the moment. Maybe closer to the end of the week for cash. I have my wishlist along with the other stuff in the attached link. Feel free to offer any items that aren't specifically on my wishlist, especially NES/Famicom, SNES, and PS1 games and/or accessories. Action/platformers, puzzle, and horror games are good for me. Send me a PM with any offers, and please get your offers in by Friday around 12:00 noon EST. Edit: Continental US only please https://docs.google.com/spreadsheets/d/134tHlI07W4mDp5KlxVfEpaE6t_-P4xLgUSyQTTnA5sc/edit?usp=sharing
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