+doctorclu #101 Posted January 8, 2017 It does start up on the portable. However the player two functions do not work on any of the portable (i.e. smart bombs). Game does start and as mentioned by Nukey and Atarifan88 the other function buttons don't yet work. Quote Share this post Link to post Share on other sites
DEBRO #102 Posted January 9, 2017 Here is an updated Pacman4K for the Flashback Portable. The unit has an issue with me hitting HMOVE at cycle 74. I did this because I was planning to expand this at one time to do variable flicker. Since I never did this there was no need to avoid the HMOVE lines. Enjoy... pacman4K_1_3.bin 5 Quote Share this post Link to post Share on other sites
Arenafoot #103 Posted January 9, 2017 Here is an updated Pacman4K for the Flashback Portable. The unit has an issue with me hitting HMOVE at cycle 74. I did this because I was planning to expand this at one time to do variable flicker. Since I never did this there was no need to avoid the HMOVE lines. Enjoy... Excellent conversion Debro! Thanks! Quote Share this post Link to post Share on other sites
Nukey Shay #104 Posted January 9, 2017 Game does start and as mentioned by Nukey and Atarifan88 the other function buttons don't yet work. Correct...I need to track down 2 bits of ram memory to hold the previous state of the difficulty switches, to detect when either of them have changed from the previous frame. But here's a temporary version that skips those and just uses the game select switch for smart bombs. Should work on the portable. Defender2(portable).bin 4 Quote Share this post Link to post Share on other sites
+doctorclu #105 Posted January 9, 2017 Here is an updated Pacman4K for the Flashback Portable. The unit has an issue with me hitting HMOVE at cycle 74. I did this because I was planning to expand this at one time to do variable flicker. Since I never did this there was no need to avoid the HMOVE lines. Enjoy... Looks a lot cleaner, thank you! Correct...I need to track down 2 bits of ram memory to hold the previous state of the difficulty switches, to detect when either of them have changed from the previous frame. But here's a temporary version that skips those and just uses the game select switch for smart bombs. Should work on the portable. Kablam!!! (Smart bomb works). 1 Quote Share this post Link to post Share on other sites
iesposta #106 Posted January 9, 2017 Thank you for this! Since "Game Select" and "Color" are momentary switches (on the FB Portable & the 7800) that makes them perfect to use as an extra button! Correct...I need to track down 2 bits of ram memory to hold the previous state of the difficulty switches, to detect when either of them have changed from the previous frame. But here's a temporary version that skips those and just uses the game select switch for smart bombs. Should work on the portable. Quote Share this post Link to post Share on other sites
atarifan88 #107 Posted January 9, 2017 Correct...I need to track down 2 bits of ram memory to hold the previous state of the difficulty switches, to detect when either of them have changed from the previous frame. But here's a temporary version that skips those and just uses the game select switch for smart bombs. Should work on the portable. Thanks Nukey! As doctorclu reported earlier, the smart bomb works! Nice idea using the game select button as it has an "S" on the portable, which now stands for "smart bomb." 2 Quote Share this post Link to post Share on other sites
JeffIrok #108 Posted January 9, 2017 (edited) Here is an updated Pacman4K for the Flashback Portable. The unit has an issue with me hitting HMOVE at cycle 74. I did this because I was planning to expand this at one time to do variable flicker. Since I never did this there was no need to avoid the HMOVE lines. Enjoy... Correct...I need to track down 2 bits of ram memory to hold the previous state of the difficulty switches, to detect when either of them have changed from the previous frame. But here's a temporary version that skips those and just uses the game select switch for smart bombs. Should work on the portable. You guys are Saints.... THANK YOU!!!! Edited January 9, 2017 by JeffIrok Quote Share this post Link to post Share on other sites
Nukey Shay #109 Posted January 11, 2017 Looks like the MSB's of the print score vectors are always set to page F8...I used the upper bits there (top 3 bits of addresses are irrelevant to the console). Works in Stella. Was the original game's screen pushed down? If not, the VBLANKs can be put back so it'll work on anything. Defender2(portable).bin 2 Quote Share this post Link to post Share on other sites
+doctorclu #110 Posted January 11, 2017 Looks like the MSB's of the print score vectors are always set to page F8...I used the upper bits there (top 3 bits of addresses are irrelevant to the console). Works in Stella. Was the original game's screen pushed down? If not, the VBLANKs can be put back so it'll work on anything. Honestly the original version doesn't look like it was suffering from the VBLANK problem. The new version you posted looks and works great. 2 Quote Share this post Link to post Share on other sites
Inky #111 Posted January 11, 2017 Just for sake of ease, could someone put links to the final versions of these hacs on the first post of this thread? Quote Share this post Link to post Share on other sites
atarifan88 #112 Posted January 11, 2017 Honestly the original version doesn't look like it was suffering from the VBLANK problem. The new version you posted looks and works great. What is the difference between this and the previous version of Defender 2 with the smart bombs changed to the game select button? Quote Share this post Link to post Share on other sites
Nukey Shay #113 Posted January 11, 2017 The difficulty switches should work now for the other two functions (inviso and hyperspace). 3 Quote Share this post Link to post Share on other sites
+doctorclu #114 Posted January 11, 2017 Just for sake of ease, could someone put links to the final versions of these hacs on the first post of this thread? Good idea. Done! The difficulty switches should work now for the other two functions (inviso and hyperspace). Tested out the other buttons and inviso and hyperspace do work. Now that is cool. Always liked the hyperspace option. 2 Quote Share this post Link to post Share on other sites
Inky #115 Posted January 12, 2017 (edited) Just tried out all the hacks.. THANK YOU EVERYONE! Tapper, Stargate (Defender II,) and Star Raiders are key games in the 2600 library, and it's awesom that I can play them on the portable! Edited January 12, 2017 by Inky 4 Quote Share this post Link to post Share on other sites
doug0909 #116 Posted January 12, 2017 For Circus Atari, Super Breakout, Demons to Diamonds, and other paddle games, would it work if there were hacks for joystick control, maybe just slowing down movement to 1/2, but speeding it up to max if you press a button.... Quote Share this post Link to post Share on other sites
Keatah #117 Posted January 12, 2017 Weren't most VCS games designed around speed and timing and accuracy? That means you need to put the paddle where it needs to go in an instant. That's while MIssile Command trackball & mouse hack adds real value to the game. Quote Share this post Link to post Share on other sites
doug0909 #118 Posted January 12, 2017 Yup, those games will never be as good as with analog controls. The question is what's the best option for digital controls.... Another option might be speed increase while button is held, which stops when button is released (with reversion to slowest speed when joystick centers?) Quote Share this post Link to post Share on other sites
doug0909 #119 Posted January 12, 2017 Alternatively maybe keep full speed and button slows movement? or three speeds, fastest with upper diagonals, slowest with lower diagonals, average speed with left-right.... Quote Share this post Link to post Share on other sites
+doctorclu #120 Posted January 13, 2017 Here is a video for those that haven't had a chance to try the latest hacks for the Atari Flashback Portable. 3 Quote Share this post Link to post Share on other sites
Nukey Shay #121 Posted January 13, 2017 Raiders of the Lost Ark: The left stick only uses 3 actions, so I used select and reset to move the marker and the color switch to drop. To reset a new game when one is in progress, you can use the right difficulty for now (it'll freeze if you leave it there). Gripes / suggestions? Raiders(portable).bin 1 Quote Share this post Link to post Share on other sites
Nukey Shay #122 Posted January 13, 2017 Here is a video for those that haven't had a chance to try the latest hacks for the Atari Flashback Portable. Yikes! Does Tapper's screen jitter like that, or is this a bad video? Quote Share this post Link to post Share on other sites
+doctorclu #123 Posted January 13, 2017 Raiders of the Lost Ark: The left stick only uses 3 actions, so I used select and reset to move the marker and the color switch to drop. To reset a new game when one is in progress, you can use the right difficulty for now (it'll freeze if you leave it there). Gripes / suggestions? Looks like I got another video to make when I get off work. I'll also cover Tapper/BudTapper. The one I played was a older copy of the game. 1 Quote Share this post Link to post Share on other sites
Asaki #124 Posted January 13, 2017 For Circus Atari... would it work if there were hacks for joystick control... There's a ROM floating around...: http://atariage.com/forums/topic/10489-circus-atari-with-joysticks/ Quote Share this post Link to post Share on other sites
ls650 #125 Posted January 13, 2017 Ive played the Tapper Portable rom a few times. Works great! 1 Quote Share this post Link to post Share on other sites