8bit-Dude

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Viewing 15 posts - 1 through 15 (of 43 total)
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  • in reply to: Bug Reports #1209

    8bit-Dude
    Keymaster

    Hey Knobby!
    Did you check whether the Ultimate-II worked on your system? I have no way to test the U64 Elite at home, but one thing to look out for generally is that you do not have a fast loading cart enabled in the Ultimate. The fast loading cart uses the same registers at the Ultimate’s Internet Interface, and thus blocks normal functionality.

    in reply to: Bug Reports #1205

    8bit-Dude
    Keymaster

    Thanks for the report. Did you set your FujiNet correctly? Some instructions are provided on the download page of Atari Disk:

    “Make sure to update Fujinet to latest Firmware. The game runs best with HSIO set to 9:55kb. For some reason, it does not work at 0:124kb. Please also note that Fujinet support is “best effort”. DLI/VBI get turned off during SIO communication, causing the sprites and music to cut-off several times per second.”

    in reply to: Solutions for use with Ultimate II+? #1185

    8bit-Dude
    Keymaster

    Glad to hear it!!!!
    We are going to organize race events every other Saturdays, so join us next time!

    in reply to: Wifi Connectivity Issues #1181

    8bit-Dude
    Keymaster

    Hi Mick!
    The fact that you could connect to home Wifi at least once is encouraging. As you guessed, the Hub should connect to Wifi without needing the Lynx to be plugged-in. The Wifi settings are not saved to SD, they are saved to internal EEPROM.
    I have 2.4 GHz with WPA2 password at home myself, and run 3 networks for testing (Netgear, DLink, Eero).
    To make sure that the hub itself has no issue, please could you try creating a Wifi Hotspot with your cellphone using the SSID “8bit-Unity” and PWD “0123456789”?

    in reply to: Solutions for use with Ultimate II+? #813

    8bit-Dude
    Keymaster

    If someone would kindly contribute support code to 8bit-Unity for the U-II+, then I can recompile for the game for that system.

    in reply to: codenet #811

    8bit-Dude
    Keymaster

    Muddy racers looks sweet, i wish him good luck with upcoming release!
    He can contact me if he wants to talk about multiplayer port.

    in reply to: codenet #798

    8bit-Dude
    Keymaster

    Like I said before, if I release the network code there is immediately going to be someone who produced an “enhanced” version that will spoil the game for everyone. I just do not have the time to implement server-side counter-measures.

    If all you are interested in is creating a one PRG version for local play, then you can do it from 8bit-Unity repo version. Then send me the code diff, and I will see about releasing a one PRG of the network version.

    in reply to: codenet #753

    8bit-Dude
    Keymaster

    The source code is available as part of 8bit-Unity (except the network code).
    It is not included to prevent the natural tendency of some people to produce hacked versions for cheating.

    in reply to: esp8266 support (?) #750

    8bit-Dude
    Keymaster

    I have already done it, and it is called the 8bit-Hub!

    Please check out this page: http://8bit-unity.com/?page_id=551

    It is already available for the Oric and Lynx. COM Cables for the Apple 2, Atari 8bit and C64 coming very soon!

    in reply to: 4 player local #633

    8bit-Dude
    Keymaster

    Hey Alex, thanks for your question. Presently, only this adapter is supported:

    https://icomp.de/shop-icomp/en/produkt-details/product/id-4-player-adapter.html

    in reply to: codenet #628

    8bit-Dude
    Keymaster

    The maps take a fiull disk, so no way to cram this into a prg.
    Streaming maps is not impossible, but would work only for network games.
    I may consider this in future (net only maps)…

    in reply to: esp8266 support (?) #627

    8bit-Dude
    Keymaster

    Do you know how may people use these?
    Can you buy one with a C64 port adapter?
    If there really is demand for this then i can look into it.

    in reply to: Testing Session #6 (2018/12/15-16) #509

    8bit-Dude
    Keymaster

    Mark, did you get the new discs? I added paddle as a control option.

    in reply to: Bug Reports #506

    8bit-Dude
    Keymaster

    I have played for about 45 mins on my 1084s commodore CRT today, and thought the road flicker was not that bad.
    Sure, you cannot clearly see the car tires, but the game felt playable.

    The only colours that do not flicker are pure red, pure blue, or pure green. None of these would work for a road. That leaves pure black, for which I could try to use a different colour of tires (some shade of grey)….

    I am willing to give this a try, but it will make the game look very different than it does now.

    in reply to: Bug Reports #498

    8bit-Dude
    Keymaster

    I tried the checkerboard pattern trick, and it actually looks worse… there are visible gaps beween pixels in that mode, which creates a vertical striping effect. So I will keep things as they are I am afraid.

Viewing 15 posts - 1 through 15 (of 43 total)