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Showing results for tags 'real hardware'.
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We switched to Stella in Gdansk this year instead of real Atari hardware and my 4-in 1 demo began break dancing in Stella which was very interesting, but more Stella's "machine art" frying my programs. Perhaps the code triggered the feature to fry the ROM's Because of uneven performance in Stella with steep hardware requirements on machines that could otherwise run the older Z26 emulator written in Assembly at full speed it may be better to use the older emu, we had tested on real hardware with a Harmony cart like we used last time but there was a change to emulation this year. Here's Stella falling apart rendering because it cannot keep up with the display; this demo uses a classic Television threading model to saturate a classic Television with code. Z26 and Javatari can run it at full speed along with my older version of Stella. I saw similar performance issues on older machines running Gopher emulation previously but have not tested with the latest version of Gopher which is faster: Silly Venture 2021 4-in 1 MBR Demo Party in Gdansk! - Atari 2600 - AtariAge Forums Idea for Stella Development: With all the new enhancements to Stella adding extra overhead, one idea may be to do a performance check on the system and transparently switch in the Z26 core if it is too slow for Stella since they share the same codebase and Z26 is lightning fast. The perf checker would keep the emulator from suddenly breaking like this from uneven performance on a subset of machines; since enhancements are continually added to the codebase and users download the latest versions the perf checker might be the only way to avoid this.
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- performance tuning
- emulation
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NOTE: PLEASE READ THIS FULLY SO THERE ISN'T ANY CONFUSION. I TRIED TO MAKE THIS AS USER FRIENDLY AS POSSIBLE. Intro This was a project that I had mostly completed a while ago, but decided to revisit recently to do one last revision. Thanks to @bluejay for being the one to show my 2nd revision to y'all a few months ago! Sonic 1 had a stellar soundtrack. One unique thing about the way it was made made was that, the OST's main composer, Masato Nakamura, used actual instruments and synthesizers for each song, and only after that would Sega's sound team rework each track to work on the Mega Drive's FM chip. These original recordings (as in the ones that were made before the music was reworked for the Genesis) are known as "Demo Tracks", and they were later released under the "Sonic The Hedgehog 1 & 2 Soundtrack" CD album by Dreams Come True. Here's what Green Hill Zone sounds like: Pretty sick, right? I remember thinking to myself: "It would be so cool if I could manage to get these songs to play in-game!". And by using an open-source Sega CD port of Sonic 1 from http://info.sonicretro.org/Sonic_the_Hedgehog_1_for_SegaCD, I made my dream a reality by creating my own build that uses the Demo music from that album! Keep in mind, I've ripped all of the songs from that album myself via my own personal CD copy of it, so I can confirm that absolutely zero audio compression has been made to the music, and each song is in its original .WAV Redbook Audio quality! No MP3s or OGGs are used here. The only thing I did was extend the length of each song. The main Zone themes, the Special Stage theme, and the Boss themes have been extended to be 10 minutes long. This is because Redbook Audio has the fundamental flaw, in that, it can't seamlessly loop audio tracks after they end. My solution was to edit in my own seamless loops via Audacity, and have them play longer than the game's 10 minute level timer so you'd never hear the track end within normal play. This comes with the cost of the music taking up quite a bit of storage space. As for the music that the album didn't have such as the drowning theme and the power-up theme, I've used the drowning music from Sonic Adventure on the Dreamcast, and a small clip from the instrumental version of You Can Do Anything from the Sonic CD Japanese OST. But anyway, with the introduction out of the way, lemme briefly talk about which version you are going to want to download depending on what you're using to play this. NOTE: USA BIOS IS REQUIRED! Emulation and EverDrive PRO/Mega SD A couple of things to note beforehand: - I've only been able to get this to work on Kega Fusion. As of right now, it does NOT work with Retroarch, but it may work with other standalone Emulators. (this is actually mentioned on the Sonic Retro page for the port) - For the Mega SD, you might need to rename the .WAV files to .BIN and update the cuesheet to have the WAV files instead listed as "BINARY". This is very easy to do, and you can use Google as a quick reference if you have trouble figuring it out. - The EverDrive PRO setup is the simplest. Just drag the folder onto your SD card and load it from there. As long as you have the USA Sega CD Bios located in the folder that the EverDrive expects, it should load without any issues as long as you at least have MEGAOS V4.01 installed or later. Sonic 1 - Sega CD Port FULL This build includes the full 10 minute songs. So if you're not using a burned CD-R with an actual Sega CD, this is the version to go with. However, this build is also considerably larger, being about 1 GB in size uncompressed. Which is obviously too big to fit on even the largest CD-Rs. If you wanna play this on a burned CD-R you need to use the version below: Burned CD-R On Actual SEGA CD Hardware This build was designed with 650 MB CD-Rs or higher in mind. As such, sacrifices needed to be made. All songs don't run as long, and will eventually fade out and restart. (you can find the length for each song in the README). With that said, I did my best to make the most out of the storage limitations; this version is 648 MB in size, just barely enough. So as long as your CD burning software doesn't add any extra data, it should fit just fine. Speaking of which, here's what you need to know if you're gonna use this version: - As listed earlier, both versions expect the USA Bios and won't boot otherwise. Meaning, this game won't launch unless you're using a USA Sega CD. Alternatively, if you have an EU or JP system, you can use a flashcart to Bios-swap. (check the manual of your flashcart beforehand to make sure it supports it). - You'll need to have a basic level of knowledge of how Sega CD game burning works. Be sure to check Youtube and/or the manual for your CD burning software to familiarize yourself with this. I can't really give a guide because the process on how to do this can vary depending on what software you're using. - You must use a CD-R, as CD-RWs will NOT work. - Be sure to set the writing speed to 2x in your CD burner software. Sonic 1 - Sega CD Port (burned CD version) Conclusion I think I've said all that I need to! If you're having any issues, feel free to describe your issue in this thread, and we can try troubleshooting. I or someone else will be willing to help you out. This project was a lot of fun to do, and it was very cool to see these songs finally being played in-game at their original quality. I hope everyone who sees this thread gets something out of it, and enjoys playing this as much as I enjoyed making it! Credits Don't forget to check these guys out! They're pretty cool, and this wouldn't be possible without them! http://info.sonicretro.org/Sonic_the_Hedgehog_1_for_SegaCD - all credit goes to the people listed in the description. Massive thanks to the technical geniuses who coded this port. "Dreams Come True" - property owner for both the Sonic 1 and Sonic 2 OST. Sega Enterprises, Ltd. - property owner for Sonic The Hedgehog. No copyright infringement intended.
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Here are Tutorvision games "Map Mazes" and "Shapes in Space" shown running on real Intellivision hardware. These games are shown on a Super Pro System Intellivision that shipped with a Tutorvision motherboard inside (sometimes called a "Tutor Pro" or "Super Pro Tutorvision"). Later the games are shown running on a Mattel Intellivision, sort of. This particular Tutor Pro has all the Tutorvision upgrades, except the ROM has the original Mattel code ("EXEC") instead of the newer Tutorvision code (called "WBEXEC" or sometimes "REX"). Since the WBEXEC is twice the size of the original code and its first half is just the EXEC code, the games were modified to contain the second half of the WBEXEC code. Here are the modified games: Map Maze + Half WBEXEC.zip Shapes in Space + Half WBEXEC.zip https://youtu.be/-AJRZaNZgEE
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GATES is a colorful game with a tribal drums soundtrack The objective is to pilot your craft through as many gates as you can (I made it through 14). Waves: There are 7 gates per wave and each wave gets harder, you'll know because the gates initially dynamically appear in the moving barriers that ebb and flow with changing colors as you approach but change differently on subsequent waves requiring more strategy. Strategy: After the first wave it's better to be on the right side of the screen, because the barriers can change unpredictably in the second wave - larger gates may materialize or smaller gates harder to traverse. Game physics include gravity and inertia. Randomizer - Only the first game is the same, gameplay seeds the randomizer. Best play options: The algorithmic tribal drums soundtrack requires a real TIA to experience but the gameplay is just as fun on the Atari Flashback. Here are versions for the SuperCharger and the AFP: GATES_SuperChargerR2.bin GatesAFPr2.bin Both versions run on the real hardware but Stella cannot currently play the Flashback version, use Javatari to play that one. Note: You can also make Stella compatible with the Atari Flashback Portable Console by setting the option to clear the RAM in the debug menu. EDIT: New version! GATES_R2A replaces the tribal drums sound track with an orchestral arrangement with different instruments that can be heard in emulation as well as a real TIA. There is also an option to change the background color with the button: GATES_R2A_SuperCharger.binGATES_R2A_AFP.bin SuperCharger wav files: GATES_R2A_SuperCharger.wavGATES_SuperChargerR2.wav
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- colorful game
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