Hardcore Retrogaming

Démarré par upsilandre, Novembre 09, 2013, 04:00:23 PM

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upsilandre

J'ai decouvert une nouvelle "console" tres rare et pas inintéressante.

L'Adventure Vision de Entex



C'est une console sortie la meme année que la Vectrex en 82. C'est une vrai console (c'est a dire programmable avec un CPU et des cartouche ROM) mais accompagné d'un ecran sur le meme schema que la Vectrex , format mini-borne.
Alors je préfere la Vectrex avec son affichage vectoriel unique dans l'histoire du home videogame, ses jeux (ou ses lunettes 3D) y a pas photo mais l'AV n'est pas dénué de curiosité comme machine.

Deja on a le droit cette fois aussi a un affichage exotique (plus modeste) car on retrouve la meme solution que le Virtual boy donc rien que cette anecdote vallait le coup!
Ce sont juste 40 led rouge qui se projette sur un "miroir" rotatif (verticalement) comme la Virtual boy mais en version macro. Le "miroir" est entrainé par un moteur de lecteur cassete avec sa couroi, il tourne a 7.5 tours par seconde ce qui donne un affichage 15hz (la surface reflechissante a 2 faces qui d'ailleurs ne sont pas parfaitement equivalente du coup l'affichage bouge d'une frame a l'autre et produit un effet wobble) et donc par un balayage horizontal de gauche a droite (les 40 led forme une colonne sur la gauche de l'ecran). Comme y a 40 led ca fait 40 lignes pour une resolution final max de 150x40 (et monochrome). Ca doit quand meme piquer les yeux tout ca (le 15hz...)
Ca a pas l'aire de trop consomer (enfin comparer au CRT de la Vectrex) du coup la machine fonctionne a pile pour en faire une console transportable. C'est important a savoir pour la suite...

Niveau CPU c'est un microcontrolleur Intel (ce qui veut dire que le chip contient aussi de la RAM et de la ROM), le meme que celui de l'Odyssey2 (ou Videopac) mais a une frequence 2x superieur. Ca fait donc encore une autre console qui tourne sur de l'Intel, c'est intéressant a savoir, comme quoi y en avait a l'epoque.
au dela de la toute petite RAM interne au microcontrolleur y a une RAM externe de 1Ko (et aussi un bios de 1Ko intégré au microcontrolleur comme pour la videopac avec des routines utiles aux jeux), un petit chip audio mais pas de GPU!

L'affichage fait donc penser a la StudioII de RCA (et plus vaguement a la VCS) c'est a dire que c'est le CPU qui gére l'affichage a la volé en alimentant les registre des LED en temps réel du coup le CPU est totalement occupé pendant l'affichage (comme sur StudioII et VCS) donc ca aussi c'est une info qui m'intéresse car c'est assez rare comme categorie de console. Les 1Ko de RAM servant alors principalement de frame buffer au format bitmap 1bpp (les 3/4 de la RAM, le dernier quart sert de Main RAM pour le jeu) qui sera donc lu par le CPU pendant la phase d'affichage.

L'autre truc tres amusant a savoir sur cette machine c'est que le type de clock utilisé est du genre a avoir une frequence pas stables, assez variable. De ce que j'ai compris ca pourrait etre volontaire car quand les piles s'affaiblissent le miroir tourne moins vite... mais le CPU aussi du coup on garde une certaine synchro qui permet de garder un affichage plus constant. Mais du coup le framerate varie entre 15fps et 13fps selon la charge des piles, si ca c'est pas caucasse  :p

Apres le probleme c'est qu'il y a eu que 4 jeux et des cartouches seulement 4Ko.



Drizzt_daermon

Quel techos de luxe tu fais upsilandre  :love:
Merci pour cette découverte de console qui m'était inconnue ainsi que d'avoir dévoilé immédiatement le fonctionnement de la bête.

Coca_Impact

Haha énorme  :lol: :lol: Ve serait drôle de faire un affichage similaire avec des uC modernes. Si je trouve le temps j'essayerai de faire un truc du genre voir ce que ça donne.

upsilandre

#483
Je vous ai fais (un peu pour mes archives aussi) un petit résumé de l'histoire technologique des consoles 2D en prenant l'angle de l'évoquer uniquement au travers de ce que chaque machine a apporter de plus significatif par rapport a la précedente (sur la partie graphique) plutot que d'entrer dans le detail individuel de chaque machine.
Ca permet de tout connecter, de comprendre la chronologie et d'avoir une vue d'ensemble assez fine sur cette famille de machine (car c'est la meme famille de machine, celle qui construit en temps réel une image 2D a la volé pendant le balayage ecran sans framebuffer ni bitmap) a partir de quelque chose de plutot condensé et pas trop laborieux a lire.

Avant ca je fais quand meme un petit rappel sur le terme bpp (bit par pixel) qui défini le nombre de bit que le GPU associe a chaque pixel, ce qu'on appelle aussi la profondeur du pixel.
1bpp veut dire 1 bit par pixel ca indique que les tuiles et les sprites vont etre monochrome (meme si la couleur peut changer d'une tuile/sprite a l'autre), 2bpp c'est 3 couleurs par tuiles/sprites (+ la couleur de background) et 4bpp c'est 15 couleurs par tuiles/sprites (+ couleur de background).



Atari 2600 >> Intellivision
L'intellivision nous fait entrée dans l'aire des GPU 2D.
Celui de l'Atari2600 etait ce que je nomme un GPU 1D, c'est a dire qu'il a besoin qu'on lui dise quoi faire et quoi afficher a chaque ligne sinon il se contente de dupliquer la meme ligne indéfiniment sur tous l'ecran, son autonomie est limité a une ligne.
Avec l'Intellivision arrive le premier veritable GPU 2D capable tout seul dans son coin de composer une image complete en assemblant des tuiles 2D a partir d'un plan de construction ( la tilemap ) et capable aussi d'afficher des sprites (le terme sera inventé pour lui) par dessus cette image et tout ca en parfaite autonomie.

Intellivision >> Colecovision
On a une explosion de la quantité de memoire video pour plus de richesse graphique et l'apparition d'un mode video exotique plus avancé qui permet de contourner la limite des 1bpp (sans etre du 2bpp) pour le background seulement (pas les sprites) et ainsi avoir des tuiles moins monochromes et des backgrounds plus colorés.
La résolution augmente pour atteindre le standard de 256 pixels par ligne qui sera ensuite récurent.

Colecovision >> NES
On passe enfin a un vrai GPU 2bpp (finit les tuiles et sprites monochromes) combiné a un doublement de la capacité d'affichage de sprite.
Et surtout on voit debarquer un veritable support hardware complet du scrolling horizontal et vertical.
Les mappers (deja present sur Atari2600) deviennent omnipresent dans les cartouches et permettent de s'affranchir de la limite 16bit du bus d'adressage des CPU 8bit ce qui combiné a l'effondrement du cout des ROM a partir de 86 permet l'explosion de la taille des cartouches et donc de la richesse graphique.

NES >> Master System
On passe deja a un GPU full 4bpp qui sera le standard du jeu video (notamment en Arcade) pendant un bon moment (meme une Neogeo ne va pas audela). Avec un choix de seulement 2 palettes le 4bpp sera bridé sur SMS mais c'est une belle avancé.

Master System >> PC-Engine
La quantité de memoire video explose (x4) tout comme la capacité d'affichage de sprite (x4) et le nombre de palette aussi (x16) ce qui permet au 4bpp de prendre toute son ampleur avec des graphismes tres riches et colorés.

PC-Engine >> Megadrive
C'est l'arrivé du support hardware d'un second plan de background qui va permettre de nouvelles libertés proche de l'arcade.
La Megadrive innove aussi sur le support hardware du scrolling qui n'a pas vraiment evolué depuis la NES en apportant cette fois le support hardware d'une table complete de scrolling qui permet une gestion tres fine du scrolling ligne par ligne pour faciliter tout ce qui est effet de parallaxe avec cette possibilité nouvelle de pouvoir faire des parallaxes verticales qui servira pour divers FX (comme simuler des rotations).

Megadrive >> SNES
On voit apparaitre le support hardware de la transparence. L'ajout d'un 3eme plan de faible qualité (2bpp) pour certain effet ou pour le HUD. Le support hardware du zoom et rotation limité a un unique tres gros objet (le background). un mode 8bpp mais relativement anecdotique a l'usage (la console reste avant tout une machine 4bpp ainsi que les jeux)


Sans oublier qu'en parallèle de tout ca les cartouches sont passé de 2Ko a 4096Ko ce qui a tout autant participé a l'evolution graphique que tout ce que j'ai decris au dessus.



Coca_Impact

Ho ! Super, ça aide bien en effet, une belle rétrospective bien faite c'est toujours vraiment utile.

upsilandre

Oui j'espère que ca aide a comprendre.

La j'ai eu le malheur de trouver ca:
http://www.jmargolin.com/ (Aller Voir surtout la partie "Atari Stuff")

Une sorte de blog d'un lead ingenieur hardware de la branche Arcade de Atari des années 80, Jed Margolin . Le gars etait spécialisé dans la 3D (et les ecran vectoriel) et justement l'histoire de la 3D dans le jeu video c'est ce qui m'intéresse le plus apres celle des vieille console 2D et Atari etait le pionnier du jeu 3D.

Le gars a notamment concu le hardware de la PCB du Starwars 3D de 1983 et de Hard Drivin (qui pour moi qui m'interresse a ces technologies sont justement 2 jeux marquant)
Donc j'en ai profité pour récuperer un max d'infos sur le hardware de ces 2 jeux.

Mais le gars a meme publier 10 ans de sa correspondance, tous ses mails interne et rapport. Passionnant (il a meme publier l'annuaire interne de l'epoque   :p  )  
http://www.jmargolin.com/vmail/vmail.htm

Moi je me suis concentré surtout sur ses debuts et sur les années de conception de Hard Drivin. Je vous met quelques mails que j'ai trouvé.


Voici un mail pour continuer a defendre les choix technologiques qu'il avait fait sur Starwars en utilisant une combinaison maison de chip TTL pour executer les calcules vectoriels plus rapidement et moins chère qu'avec la solution précedente sur Battlezone avec des chips dédié.
Il semble avoir l'impression qu'ils se rendent pas bien compte de l'interet (et ce plains que c'est mal exploité dans Starwars)
Spoiler
To: Rick Moncrief
Fr: Jed Margolin
Re: "Video-game makers rush to add 3-D chip"
Dt: 3/7/83

Attached is a copy of an article that appeared in the San Jose Mercury News, March 2, 1983. The chip being touted as a magic chip to do 3-D is the 2516 16*16 multiplier. I talked to Dave Barnet of Weitek last year when it first came out and again this afternoon to update my information.


The 2516 is an NMOS version of a TRW Bipolar Multiplier. Because it is NMOS it dissipates less power and so can be packaged in plastic. It also runs slower than the TRW part.

Last year the 2516 was being offered in a 1 us version for $68. This year it is a 200 ns part and goes for about $40 in quantities of 5,000. (The TRW Bipolar Multiplier does a multiply in about 40 ns and costs twice as much.)


The 2516 was not cost effective last year at $68 and it is not cost effective this year at $40. The multiplier/accumulator  
that I use in Star Wars is made out of MSI and costs about $12 (and does more than just multiply).


The basic operation in doing 3-D transformations is to accumulate products such as in ACC'= ACC + A*B. The 2516 does not accumulate products, it is  only a multiplier. (Weitek has expressed an interest in working with Atari to produce a low power multiplier/accumulator.) My Multiplier/Accumulator also does a presubtract to make calculations more efficient [ ACC'= (A-B)*C + ACC ]. On the other hand, my multiplier is slower (2.7 us vs 200 ns for the Weitek).


Raw multiplier speed is only part of story in doing 3-D transformations. In performing the 3-D math, lots of data has to be fed into the multiplier, and results retrieved, and additions performed (if the multiplier does not also accumulate products). If a device such as the 2516 were put on an 8 bit microcomputer bus, even if the multiplier took zero time it would be several times slower than the current Star Wars hardware. (A 2516 put on a 10 MHz 68000 or 6 MHz 16032 would probably be nice and fast, but a multiplier/accumulator would be better).


The Star Wars hardware deals with the throughput problem by having a simple microprogrammed device keep the multiplier/accumulator fed. The points that define an object are downloaded by a 6809 host processor at the beginning of the game (or wave) into a RAM it shares with the microprogammed machine (the Matrix Processor). When it comes time to display an object, the host processor supplies a pointer which tells the matrix processor where the object's points are stored. The host processor tells the matrix processor which algorithm to use, and each of the object's points is transformed, one at a time.

I resent having to generate this memo, having to defend hardware that I designed THREE YEARS AGO. When the project was Warp Speed it received no support from management. Now that it has become Star Wars and Atari has paid George Lucas one or two million dollars there is more interest in the project. However, the game that is being developed does not take advantage of the real capabilities of either hardware or algorithms. This is very discouraging and makes it very difficult to maintain any enthusiasm in a subject area for which management obviously has so little regard. And I don't want to hear any more crap about Weitek's great 3-D chip.
[Fermer]


Celui la est super intéressant. C'est les calcule de cout des PCB de Hard Drivin (plus d'un an avant la commercialisation)
On voit que le plus chère c'est les 1Mo de Vram pour le gros framebuffer. ensuite le DSP qui s'occupe des calcules vectoriel (finit le bricolage "mathbox" utilisé sur les jeux wireframe, y a maintenant de vrai DSP spécialisé). Ensuite la ROM du jeu puis les 2 GPU (un GPU pour la rasterisation des polygones, le second ne sert pas du tout aux graphismes, ils l'utilisent de faocn detoruné uniquement pour les calcules physique du comportement de la voiture)
Spoiler
Driver Main and ADSP Costs 10/16/87 J Margolin

Prices are Stuffed and Tested.
Prices include program ROM but do not include overhead and certain other costs.
System does not include Sound Board.
Does not include extra Zeropower RAM.

==============================================================================
GSP Turbo 48 MP/sec, 32 VRAMs @6.95:    =   $706.10
ADSP Board    =   $255.90
       --------
       $962.00


(Main Board Comes with 16 Program ROMs, 200ns, OTP.)
(ADSP Board comes with 4 Graphics ROMs, 250ns, OTP.)
(Without ROMs, $962.00 - 16*4.80 - 4*4.10 = $868.80)


The big chunks are:
(32) 64Kx4 VRAMs $6.95 $222.40
ADSP-2100 $105.00
(16) 27512 (Main) $4.80 $ 76.80
    34010-40 $50.00 $ 50.00
  34010-50 $88.00 $ 88.00
PC Board  16x16 $0.30 $ 76.80
(20) SRAMs (ADSP) $1.85 $ 37.00
PC Board  15x8 $0.30 $ 36.00
(4) 27512 (ADSP) $4.10 $ 16.40
AD7582 12B A/D $ 15.00
68010 $ 15.00
Timekeeper $ 15.00
-------
$753.40

This represents  78.3% of the cost.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

GSP Turbo 24 MP/sec, 16 VRAMs @6.95:    =   $594.90
ADSP Board    =   $255.90
       --------
       $850.80


(Main Board Comes with 16 Program ROMs, 200ns, OTP.)
(ADSP Board comes with 4 Graphics ROMs, 250ns, OTP.)
(Without ROMs, $850.80 - 16*4.80 - 4*4.10 = $757.60)


Driver Main Costs:
(1) 68010 uP $15 (Plastic) $15.00

(1) 68681 DUART     $4.00 $ 4.00

(4) 6264 8k x 8 SRAMs   $2.25 $ 9.00

(16) 27512 64kx8 200ns, OTP   $4.80 $76.80

(1) 48TO2 2k x 8 Timekeeper $15.00 $15.00

(32) 4461 64k x 4 VRAMs   $ 6.95 $222.40

(4) 4464 64k x 4 DRAMs $ 3.00 $12.00

(3) R2R Ladder Networks $ 0.50 $ 1.50

(6) 1Kx4 SRAMs $2.00 $12.00

(1) 34010-40 (MSP) $50.00 $50.00
(1) 34010-50 (GSP) $88.00 $88.00

(1) 32 MHz Oscillator Module $1.50 $ 1.50
(1) 48 MHz Oscillator Module $1.50 $ 1.50
(1) 40 MHz Oscillator Module $1.50 $ 1.50

(26) AS,F $1.00 $26.00
(46) ALS $1.00 $46.00
(30) LSTTL $1.00 $30.00

(1) ADC0809, 8 bit A/D $2.00 $ 2.00

(1) AD7582, 12 Bit A/D $15.00 $15.00

(1) PC Board, 256 sq.in. $.30/sq.in. $76.80
-------

Driver Main 32 VRAMs @6.95: Total $706.10


ADSP Board Parts - Full Data and Program Memory

(1) ADSP-2100 105.00

(1) 32 MHZ CLOCK MODULE      1.50

(20) 4Kx4 SRAM, 45 NS @1.85 37.00

(4) 8Kx8 SRAM @2.25  9.00

(4) 27512-250, OTP @4.10 16.40

(27) LS @1.00 27.00

(17) ALS @1.00 17.00

(7) AS @1.00  7.00

(1) PC Board (8 x 15 = 120 x 0.30) 36.00
-------
$255.90


For ADSP Board with 1/2 Program and
1/2 Data RAM: (10) * $1.85      -$18.50
-------
$237.40
[Fermer]


Celui la c'est des retours de playtest sur le jeu vers la fin du projet. C'est intéressant (avec enfin une breve allusion a I robot, c'est le grand mystère de ces recherches, je trouve pas de reference a ce jeu qui est pourtant technologiquement le jeu de l'avant garde de la 3D mais semble etre venu d'ailleurs comme tombé du ciel)
Spoiler
To: Rick Moncrief
Fr: Jed Margolin
Re: Focus Group 6/8/88, Hard Drivin'
Dt: 6/9/88


The Seat
-------
The three groups uniformly seemed to like the seat.


The Graphics
------------
The first two groups liked the graphics. In the third group someone said the
graphics reminded him of I ROBOT. I am not sure if he said he didn't like the
graphics or if Lyle said the guy didn't like it.


The Steering Wheel
------------------
When people were talking about the steering wheel it was not always clear
whether they were talking about the physical effort to move the steering
wheel or about how the car handled. It was clear that the third group did not
like the way the car handled.

Part of the problem may be the speedometer and dash. People did not seem to
use the speedometer much. Several commented that it was hard to see. I expect
that it is also lost in the clutter of guages that are not used, like fuel
and temperature. You should consider making the Tachometer and Speedometer
twice as large, dumping the unused guages, and making the dashboard background
color darker.


Realistic Simulation
--------------------
All three groups seemed to think that the realistic simulation of a car was a
good idea.


Transmission
------------
The third group seemed to have the most trouble with the transmission, mostly
the automatic transmission. It did not help that first gear was usually "out".

I recommend that with the automatic transmission the shifter not be used.

I personally prefer a semi-automatic transmission, using the shifter to select
the gears, but not using the clutch.


Tracks
------
Most people seemed to think the long track was too boring.

The stunt track was too hard for almost everybody. The stunt track has too
many stunts.

There needs to be more tracks, with the number and difficulty of stunts
properly apportioned.


Traffic Cars
-----------
The third group wanted more interaction with the traffic cars. The first two
groups seemed content with the existing traffic. (They probably had enough
to do just to drive.)


Instant Replay
--------------
A clear winner with all three groups.


Sound Effects
-------------
People generally liked the sound effects but,

Someone in the third group noted that at 7000 RPM the engine did not
sound like an engine at 7000 RMS.

Although they generally appreciated the voice help, they would have
preferred a different speaker. I think they would have liked an
appropriate female voice.

Several people expressed their desire for music. Several wanted to
be able to choose from a selection of tunes.


Rear View Mirror
----------------
Several people expressed their interest in having the rear view mirror work,
although one guy in the third group said he didn't need it.


Other
----
One gentleman was consistently able to drive over the rainbow, leading to
suggestions that the hardware was at fault.

The brake is too close to the gas, and the clutch is too close to the brake.
[Fermer]


upsilandre

La c'est 3 idées de futur jeu (qui n'ont pas existé, y a aussi des projet de hardware jamais sortie sur lequel on le voit bosser) dont surtout un qui n'est rien d'autre qu'un Battlezone 2 qui utiliserait le hardware de Hard Drivin en 3D pleine. Marrant comme clin d'oeil sachant qu'on va bientot y jouer en VR.
Spoiler
Game Idea - BattleZone II
Jed Margolin 8/8/88



Perspective: 3D with Polygons


Hardware: Driver System or MultiSync


Cabinet: 1. Driver Sitdown
2. Upright


Controls: Star Wars Control,
Footpedal for Gas,
Lever to select Forward or Reverse
Switch to select Magnification factor,
Switches to select Weapons.


Screen: The lower part of the screen has a control panel which
contains:

  Fuel Guage,
Speedometer,
Radar Display,
Weapons Display,
Message Screen.


Weapons: 25mm machine gun (coaxial with the main gun)
Armour piercing shells
High Energy Shells
TOW Missiles


Situation: The player is inside his tank, able to drive it, change
the angle of the main gun, select weapons, and fire them.


Game Play: The player drives around and is confronted by other vehicles:
American and Russian Tanks, American and Russian Helicopters,
and American and Russian Personnel Carriers.

The player must identify the targets. Destroying an American
vehicle loses a player's life, but a Russian vehicle that is
not destroyed in time will fire on the player.

Destroying a Russian vehicle earns the player big points.

The player starts with appropriate supplies of fuel and
ammunition.

Machine gun and main gun rounds follow ballistic trajectories.
TOW Misiles are guided by the player to the target.

Some targets can be destroyed with machine gun fire (There is
a lot of 25mm ammo.) Some require High Energy or Armour
Piercing. (There are fewer rounds of this ammo). Some targets
can only be destroyed with TOW Missiles. (There are not many
TOW Missiles.)

If the player reaches a resupply depot he can replenish his
supplies. However, resupply depots are considered prime
targets by the enemy.


Game Link: Up to six of these units can be linked together in the
Atari Battle Network, accommodating BattleZone II (Tank),
the Helicopter Game, and the Jet Aircraft Game.


Game Over: The game ends when the player loses the requisite number
of lives. A player who runs out fuel and ammunition will
not long survive.







Game Idea - Helicopter Game
Jed Margolin 8/8/88


Perspective: 3D with Polygons


Hardware: Driver System or MultiSync


Cabinet: Driver Sitdown


Controls: Floor mounted joystick,
Throttle/Collective Pitch,
Footpedals for Tail Rotor,
Switches to select Weapons.

Mode 1: Extensive computer assist in flying the craft.
Mode 2: Mostly Manual (No Engine Torque correction required).
Mode 3: Full Manual (Engine Torque correction required).


Screen: The lower part of the screen has a control panel which
contains:

Altitude Indicator,
Airspeed Indicator,
  Fuel Guage,
Engine RPM,
Radar Display,
Weapons Display,
Message Screen.


Weapons: 25mm machine gun
Heat Seeking Missiles
TOW Missiles


Situation: The player is inside his helicopter, able to fly it, select
weapons, and fire them.


Game Play: The player flies around and is confronted by other vehicles
and aircraft: American and Russian Tanks, American and Russian
Helicopters, and American and Russian Personnel Carriers.

The player must identify the targets. Destroying an American
vehicle loses a player's life, but a Russian vehicle that is
not destroyed in time will fire on the player.

Destroying a Russian vehicle earns the player big points.

The player starts with appropriate supplies of fuel and
ammunition.

Machine gun rounds follow ballistic trajectories.
Heat Seeking Missiles will seek heat sources; if fired at an
appropriate target at an appropriate range it will hit the
target. TOW Misiles are guided by the player to the target.

Some targets can be destroyed with machine gun fire (There is
a lot of 25mm ammo.) Some are best handled with Heat Seeking
Missiles; others with TOW Missiles. (If the target is in front
of the sun, do not use a Heat Seeking Missile.)

If the player reaches a resupply depot he can replenish his
supplies. However, resupply depots are considered prime
targets by the enemy.


Game Link: Up to six of these units can be linked together in the
Atari Battle Network, accommodating BattleZone II (Tank),
the Helicopter Game, and the Jet Aircraft Game.


Game Over: The game ends when the player loses the requisite number
of lives. A player who runs out fuel and ammunition will
not long survive.






Game Description - TomCat GSP Jed Margolin 12/14/87
----------------------------------------------------------------


The following is the description for the updated TomCat game using the latest
GSP raster hardware.

************************ Flying Game - Jet Fighter ************************

The player is flying a jet fighter on various missions. In completing these
missions the player will encounter computer generated opponents. Opponents
may be in the air (other aircraft) or on the ground (anti-aircraft fire,
missiles, tanks, tanks firing missiles, etc.)

In linked games the other player could be an opponent or the two (or more)
players can fight as a team.
----------------
TRAINING:

At the beginning of the game the player selects whether he wishes full
control of his aircraft or whether he wants some measure of computer assist.

The player may also choose which mission level to start the game with.

There will be at least two Training Missions:

  1. The computer gives the player a course on how to fly.

2. Training with easy opponents to shoot down.
----------------
COMBAT:

Combat missions start with the player taking off (either under computer control
or by himself) and receiving instructions on his mission and a vector to
fly. (The vector is what direction to fly.) Examples of combat missions are:

1. The target is an oil refinery. Opponents are few (and easy).

2. The target is a railway line. (Extra points for derailing the train.)
  Opponents are few but more aggressive than before.

3. The target is an airfield. More targets enroute. Try to destroy the
  enemy aircraft while they are still on the ground.

4. The target is a radar station.

5. The target is an oil tanker.

6. The target is an aircraft carrier. (Opposition can be expected to
  be fierce.)

7. The target is an enemy missile base. The player must destroy the
  base before it can launch its missiles. A countdown timer will
  be provided.

Game Description - TomCat GSP Jed Margolin Page 2
----------------------------------------------------------------
 
A High-Score table will be kept for each mission, with the time and date the
high score occurred.

The Time-Keeper RAM can be used to periodically introduce additional missions
and mission elements. For example: On a certain date the opponent will receive
a new kind of aircraft. All the games in the country will change on the same
day, WITHOUT THE OPERATOR DOING ANYTHING.
----------------
Hardware: The GSP hardware provides a 3D display with the objects made up
of polygons. The Full Turbo can do about 500 polygons with an
update rate of 20 Hz. It is able to change the memory display
buffer on the fly which makes the instrument panel easier.
It also does PIXBLTs.

    MultiSync Turbo (or Full Turbo for increased performance)
    ADSP Board (For Math)
    A/R Sound Board

Monitor: The hardware will support standard or medium speed, high or
low resolution.

Top Of The Line Game: A sitdown with three 25" Medium Speed Monitors.
Economy Model: An upright with a single low resolution monitor.

Display Format:  512 x 384.  The bottom 128 will be used for the instrument
panel, leaving 512 x 256 for the cockpit window.

The instrument panel will display airspeed, altitude, heading,
fuel remaining, ammunition and missiles remaining, etc.

It will have an area for messages from the aircraft's
computer.

It will have a Radar.


************************ Flying Game - Helicopter ************************

It is remarkably similar to the "Flying Game - Jet Fighter" except the player
flies a helicopter. A helicopter is more effective for dogfights because it
can turn faster than a fixed-wing aircraft.

[Fermer]


upsilandre


Et la une jolie trouvaille. Je suis tombé sur des echanges de mails lié a des bug avec les PCB francaises. Ca permet de savoir qu'en Mars 1989 le jeu semblait etre dispo en france (donc a peu pret au meme moment qu'au US)
Spoiler
To: Pat Brosnan
Fr: Jed Margolin
Dt: 21 March 1989
Re: Problem with Hard Drivin' board set in France



"ADDRESS ERROR" indicates a software bug, possibly because it is trying to
report a hardware problem with the ADSP board that was not simulated in
testing that software version.


Please find out:

1. Was this one of the games at ATE that was sold?

2. What version of software is it? The software version appears on the
  Main Test Menu on all production software.

3. Does the ADSP Test in Automated Self-Test report bad ADSP Memory?

4. Does it do it at the start of the ADSP Test or at the end?

5. Does the game run?



If I know what software release it is I can simulate an ADSP memory error
and determine if the problem is software.
_____________________________________________________________________________

To: Pat Brosnan
Fr: Jed Margolin
Dt: 22 March 1989
Re: Problem with Hard Drivin' board set in France


It sounds like a problem with the ADSP Board.

There are actually two problems:
  1. The game doesn't run.
  2. Self-Test gets an Address Error when it tests the ADSP Memory.
-----------------------------------------------------------------------------
Part 1 (In order to be rigorous about this thing):

1. The most recent software available in English Language, Left Hand Drive
  is Version 8.1  . Please confirm this is what they have. (The software
  version appears on the Main Test Menu.)

2. Does the Driver Main PC Board have the mod to the GSPWAIT circuit?
  This is shown on Drawing No. A044425-01 "ASSEMBLY, SUB, DRIVER MAIN PCB"
  The mod to the GSPWAIT circuit is the mod that starts:

  MODIFICATIONS TO ASSEMBLIES USING 044426-01 REV A,B and C PC BDS:
1. COMPONENT SIDE OF PC BOARD:
  FOLLOW THE TRACE FROM 190E PIN 1 TO THE FEEDTHROUGH.

and so on.

3. Did the game ever run?
------------------------------------------------------------------------------
Part 2:

4. This sounds like a problem on the ADSP Board.

  Could you give them a new ADSP Board and send the old one to me?
  (Sending me the whole board set would be better.)
 
  The reason is that I don't think I have seen this problem before. When I
  test the memory routines I usually pull out the RAMs, one at a time. (I have
  a board set with all the RAMs in sockets.)  This may be a problem that only
  causes this software reporting problem when the RAM errors are at certain
  addresses.

5. Rick has told me it is a chore to be sending boards through Customs and has
  suggested that the main Distributor in each country where we sell these
  games have a spare board set so that individual boards can be more easily
  swapped.  What do you think?
------------------------------------------------------------------------------
Part 3:

6. We will probably do a flying game on Hard Drivin' hardware but it won't be
  much like the TomCat game you saw. And it certainly won't be called TomCat.
  I was really unpopular with management for insisting on doing the game and
  as a result now I only do hardware (and some test programs).


Regards,
_____________________________________________________________________________

To: Pat Brosnan
Fr: Jed Margolin
Dt: 23 March 1989
Re: Problem with Hard Drivin' board set in France


3. Audio problem:

   A. It is possible that in working on the ADSP board the Interconnect Cable
      has become flakey. Try a new one.

   B. If the Interconnect Cable is not the problem:
      If the Sound Wave ROM checksums are bad it could be because the ROM is
      bad or because there are circuit problems. One way to find out is to
      plug the ROMs into an empty socket on the Main Board and do ROM
      checksums in 'Special Functions'.

      Location 200 V is ROM 4 H and 210 V is ROM 4 L. Do not unplug existing
      ROMs. Also, the ROM 7 pair will not work because they are connected
      through Slapstic which is not loaded.

      This only works with 27512s. The Sound Program ROMs are 27256s which
      cannot be checked this way.

4. Spare Board Sets at Distributors: Rick suggests one board set per Customs
  boundary.

5. I am sending you some block diagrams.

6. Erik says he wants his case back first.



Regards,
_____________________________________________________________________________

To: Rick Moncrief 1 of 1
Fr: Jed Margolin
Re: Hardware Status
Dt: 23 March 1989



Driver Main - Color RAM Problem
-------------------------------

I have given Art the real fix for the Color RAM problem, to update the
board.



MultiSync
---------
We have signed off Film and Fab for MultiSync Rev A.

We need to add the Color RAM fix to it; it looks like we will be
able to do it before Purchasing buys boards.

We need to decide on the 40 MHz oscillator module before releasing
the parts list.


Driver Compact
--------------
We have received the boards for the Single Optical Steering Wheel Reader
and for the Dual Optical Steering Wheel Reader. Karen has built some up.
We should test them electrically.



Jed
_____________________________________________________________________________

To: Rick Moncrief 1 of 1
Fr: Jed Margolin
Re: Hardware Status
Dt: 27 March 1989



Driver Main - Color RAM Problem
-------------------------------
We have gone out for Film for the new boards with the real fix for
the Color RAM problem.


MultiSync
---------
Art had Gary do the board even though Joe had been scheduled to do it.

I have received plots and schematics for the MultiSync board and sent the
schematic back with several part value corrections.


Driver Compact
--------------
We have received the boards for the Single Optical Steering Wheel Reader
and for the Dual Optical Steering Wheel Reader. Karen has built some up.
We should test them electrically before they are released.


Pat Brosnan
-----------
I responded to several faxes from Pat Brosnan. It appears that there was a
Hard Drivin' in France that:

Was a production game;
Had Software release 8.1 (English, Left Hand Drive)
The game did not run, it said 'ADSP Timeout' in Attract Mode;
The ADSP Test in Automatic Self-Test said the ADSP RAM was ok;
In 'Special Functions ADSP' the RAM Test terminated in an address
error at 810003 and did not display the board picture.

Not all the information is consistent. Although I explained that I had not
seen that failure before and that it would be really useful if they returned
the board to me, they elected to replace some (all?) the 6264s on the ADSP
Board, thus solving the problem. Now we will never know.

His last fax was that now the Sound Board didn't work, that there were ROM
checksum errors. He didn't say if the checksum errors were Sound Program ROM or
Sound Wave ROM. I relayed Erik's suggestion that the Interface Cable may have
been damaged while they were playing with the ADSP Board. I also suggested
that if the ROM errors were Sound Wave ROMs, he could check them by putting
them in ROM 4 sockets on the Main Board and running the ROM Checksum test.
This would identify whether the ROMs were really bad or if there was a circuit
problem on the Sound Board.

He asked for information about how the hardware worked. I sent him a block
diagram.

I have not received a response.


Jed
[Fermer]


Et la c'est quelques impressions qu'on lui a envoyé au sujet de jeux d'arcade concurrent (japonais)
Le passage sur Power Drift m'intéresse car c'est un jeu qui participe a la transition vers la 3D car l'affichage est 2D en sprite/billboard mais géré en 3D en interne. Mais ici le gars n'en fait pas allusion, il en fait plutot une critique (je sais pas qui c'est, il a peut etre pas les competences pour transmetre des infos pertinentes)
Spoiler
From: ERNIE::RICE         19-AUG-1988 13:00:40.99
To: @SYS$MAIL:JUNK
CC:
Subj: New test pieces from Sega


Two new test pieces are testing at this very moment down at Emerald
Hills Golfland.  Both are from Sega.

1)  Dynamite Dux- looks like a potential kit.  Joystick and two buttons.
                 One button jump and the other is punch.  Gameplay is
                 a Woody Woodpecker character that roams the streets
                 picking up treasures, bombs, guns, and other items
                 using these for fire power against oncoming so-called
                 enemies.  These enemies are believe it or not, moose
                 heads and dog heads.  At the end of the first wave, there
                 is a big Mr. Fire Blaze that he character must put out
                 with the water guns he picks up.  

                 The game is a two player on 25 cents per play.  Not
                 one person played the game while I was there.


2)  Power Drift-  Another expensive looking driving game from Sega.
                 This one is an Outrun perspective dune buggy type
                 driving game.  Has the same graphics as Galaxy Force.
                 These graphics make the game very difficult to play
                 because they are so washed out and it is hard to
                 get a good feel for the track.

                 The player chooses from 5 categories of tracks and
                 starts on one of five tracks within that category.
                 Player must place in what appeared to be a predetermined
                 finish before he can continue.

                 The game has steering wheel, shifter, gas and brake pedals.
                 Coinage is set on 50 cents per play.

If you all have a chance to go out and see these games please do so.  Capcom
is also testing Rough Ranger at Emerald Hills.  This is the Rolling Thunder
rip-off.







From: KIM::RAINS         7-OCT-1987 17:48:42.99
To: @SYS$MAIL:ENGINEER
CC:
Subj: Report from JAA show, Tokyo


FLASH FLASH FLASH FLASH FLASH FLASH FLASH FLASH

  Late report from our man, Dan Van, in the heart of enemy territory, Tokyo,
Japan.  He reports that the JAA show is pretty busy, and there are plenty of
new products being shown.  A quick rundown:

SEGA:  showing AFTERBURNER in 4 or 5 different cabinet configurations,
including a new intermediate cost sit-down.  The program has been updated
slightly, but remains basically the same.  They were also showing a Baseball
game in the same cabinet and on the same hardware as DUNK SHOT.  Excitement
on afterburner is still high in Japan, and among the international visitors
at the show.

NAMCO:  is getting a lot of interest by American and European visitors in
their PACMANIA game.  Dan feels confident that we will have to show this
product at the AMOA and make it available before Christmas.  Namco is also
showing their new linkable cabinet multiplayer driving game, FINAL LAP.
They have four 2-player cabinets linked into an 8-player Pole Position type
game.  Dan isn't sure how significant the product will be, though the game
gets a lot of play at the show.

DATA EAST:  is showing their 3-player Gauntlet-style REAL GHOST BUSTERS game,
but Dan claims it's a bust.  Not to worry....

TATSUMI:  is showing a new first person, 3-D flying game which Dan claims is
graphically superior to Lock-on or Afterburner.  He's not sure if the game is
better than afterburner,  but it looks like someone else is starting to do
some real 3-D stuff.

TAITO:  showed a video machine gun game, OPERATION WOLF, which was apparently
receiving some attention.  Dan says the compact cabinet design was highly
favored as a good concept.

KONAMI:  is showing their 2-player Gauntlet-style game, DARK WARRIOR.  Dan
says the graphics are good, and the view is zoomed in much closer, so the
characters and monsters are more than twice as big as Gauntlet.

KASCO:  has a genuine shooting game.  The player gets 5 shots from a rifle
with pneumatically fired plastic pellets.  He shoots at a moving paper
target, and the machine vends the target at the end of play.  The rifle is
secured to the cabinet by a cable and retaining bar arrangement, but is
probably not safe enough.  The cabinet is about 4' x 8'.


  There were a few other odds 'n ends, but that's the bulk of his report.  
I'll let him fill in the details when he get's back.

[Fermer]





Alors c'est pas classe tout ca?
J'adore entré directement dans l'intimité de cette epoque. la magie d'internet.

upsilandre

En fouillant dans les archives je suis tombé sur ce mail


CitationFrom:   BERT::WOOD         12-DEC-1988 11:28:45.24
To:   @SYS$MAIL:EVERYBODY
CC:   
Subj:   New Tengen manufactured NES cartridges


The attached news release announces a very important event to all of us.
Over the next few weeks it will attract the attention of this industry,
the media and consumer public.

The information and image we, as employeees, give to the outside world
will have a great impact on how we are perceived.  For this reason,
Rogers & Associates of Los Angeles has been retained to answer ALL
inquiries of our new venture.  In this way the information released can be
accurate, consistent and professional.

Specifically, refer any calls to Ron Rogers or David Ellis at (213) 552-6922.
Your strict cooperation is appreciated.

                TENGEN TO MARKET FIRST INDEPENDENTLY PRODUCED
                     NINTENDO-COMPATIBLE GAME CARTRIDGES;
                 EXPECTS SALES TO MORE THAN DOUBLE NEXT YEAR

SAN JOSE, CALIFORNIA, December 12, 1988 -- Tengen Inc. a wholly-owned
subsidiary of Atari Games Corporation, has introduced the first independently
produced and manufactured Nintendo-compatible video game cartridges.

The company will launch its new line of vide game cartridges with three
current hit titles, including Pac-Man, Gauntlet and RBI Baseball.  The games
will be available at Tengen's national network of authorized retail outlets
immediately.

The new cartridges provide complete compatibility with the Nintendo Enter-
tainment  System (NES).  The Tengen cartridges are manufactured in the
United States and built to the highest quality standards.

Nintendo is the world's largest manufacturer of video game software and
hardware.  Introduced in 1986, Nintendo has gained 100 percent of the
manufacturing market for Nintendo-compatible games, more than 80 percent
of the home video game machines market, and projects 1988 U. S. sales to
exceed $1.7 billion.

The new cartridges were developed in respnse to widespread consumer demand
for Tengen titles, according to Randy Broweleit, Senior Vice President of
Operations.  "In the past, Nintendo was the only manufacturer of NES game
cartridges.  The only way to market games for the NES format was to have
Nintendo produce them.  As a result, Nintendo had total control over the
supply.

"As the popularity of video games increased," Broweleit continued, "both
retailers and consumers became frustrated by the unavailability of some
of our most popular titles, like RBI Baseball and Gauntlet.  Having
control over the manufacturing of our own products became a necessity.

"This development puts us in control of our own destiny," Broweleit said.
"Until now, we were only able to satisfy a fraction of the demand for our
products.  Controlling the manufacturing of our own cartridges will help
bring product supply more in line with actual consumer demand."

Pac-Man, Gauntlet and RBI Baseball will be complemented by four all-new
titles which will be introduced at the Winter Consumer Electronics Show
in Las Vegas on  January 7th.  These include NES-compatible versions of
Atari Games arcade hits, Super Sprint, Rolling Thunder and Vindicators.
Tetris, a unique skill game developed in the Soviet Union, will also be
introduced at WCES.  The new products will be available early next year.\

Tengen will also enter the home computer game market this winter with the
introduction of four new gams:  RBI Baseball, Blasteroids,  Road Blasteers
and Rolling Thunder.  The games will be produced in all popular home
computer formats including IBM, Apple and Commodore.

Headed by President, Hide Nakajima, Atari Games was formed in 1985 as a
result of the break-up of the old Warner Communications-owned Atari Inc.
Atari Games is a manufacturer of quality arcade games, and has extensive
research and development resources.  Over the past 17 years it has
created arcade hits such as Pong, Asteroids, Centipede, Gauntlet and
Super Sprint.

Tengen Inc. was created by Atari Games in 1987 in response to the growing
demand for home entertainment software.  Adapted directly from the most
popular Atari Games arcade games,  Tengen home products have the same
graphic excitement and high-quality sound as the arcade versions.

During its first year, Tengen's initial produce line will general $35
million in revenues.  With the new manufacturing capabilities, Tengen
projects 1989 sales to more than double.

Tengen Inc. is a wholly-owned subsidiary of Atari Games Corporation, and
is headquartered at 1901 McCarthy Boulevard, P. O. Box 360782, Milpitas,
California 95035.  Atari Games is a privately held company and is not
affiliated with Atari Corporation.


:nerd:
C'est chaud comment Atari voulait la mettre profond a Nintendo, je connaissais pas cette histoire, apparemment ca c'est finit par des proces.

upsilandre

Super scaler vs Megadrive ca fait toujours mal




Y a au moins le tunnel qu'ils ont reproduit (et c'est deja pas facile, ca demande pas mal de bidouille)
Qu'est ce que j'ai pu joué a ce jeu a l'epoque, j'avais bien accroché.

dunmcl

Citation de: upsilandre le Mars 31, 2016, 03:57:56 PM
Super scaler vs Megadrive ca fait toujours mal




Y a au moins le tunnel qu'ils ont reproduit (et c'est deja pas facile, ca demande pas mal de bidouille)
Qu'est ce que j'ai pu joué a ce jeu a l'epoque, j'avais bien accroché.

ma megadrive avais plus que chauffé avec ayrton senna monaca gp2....

upsilandre

J'aime bien ces jeux la car c'est que de l'astuce d'affichage (Faut trouver des atsuces pour la deformation de la route qui simule les virages, pour l'alternance de bande de couleur qui simule le deplacement et pour le zoom des sprites) et du coup les astuces sont assez differentes d'une machine a l'autre selon les spécificité hardware.

J'ai bien aimé justement comment ils gerent l'alternance des bandes de couleur sur MD. Au lieu d'utiliser une astuce de modification de la palette de couleur facon "copper bar" comme sur Master System (Out Run, Hang on...) ils utilisent la particularité hardware de la MD qui est sa table de scroll.





Ils ont 2 versions de la route en VRAM avec des couleurs differentes, l'une au dessus de l'autre et comme la table de scroll permet de changer les valeurs de scroll horizontal et vertical a chaque ligne ils l'utilisent a la fois pour deformer la route (scroll horizontal) lors des virages mais aussi pour le swaping de couleur des bandes grace au scroll vertical qui permet a n'importe quelle ligne ecran de switcher entre les 2 versions de la route juste en faisant un gros scroll vertical imposé de faocn autonome par la table de scroll.
Du coup ils font tout d'un coup avec la table de scroll, et ca permet de gérer plus finement le deplacement des bandes de couleur (a la ligne pret) et sans bouffer un paquet de place dans les palettes (qui est deja le point faible de la MD, y en a seulement 2x plus que sur Master System).
Franchement cette table de scroll de la MD c'etait vraiment cool, ca sert a plein de truc (c'est sa seul particularité hardware mais elle est sympa, tres "arcade" dans l'esprit)

upsilandre

Marrant ce Pacman, je connaissais pas



upsilandre

#493
Ca fait pas tres longtemps que j'ai appris que OutRun etait un jeu 30fps en arcade, ca m'a toujours rendu un peu sceptique cette histoire car j'en ai pas trop le souvenir et ca m'interrogeait sur les autres jeux Sega de l'epoque du coup j'ai voulu verifier une bonne fois pour toute. Alors pas en emulation car j'ai toujours peur du biais (meme si des emulateurs comme mame normalement simule bien le hardware) et ne connaissant pas de lieu ou trouver des bornes facilement j'ai cherché des video des jeux d'arcade d'origine sur Youtube.
Bien entendu on trouve jamais de video 60fps (bien dommage, et puis quand tu veux youtube tu met un filtre 60fps dans le moteur de recherche) mais pas grave on peut se debrouiller avec des video 30fps, faut juste trouver des video de gars qui film une borne avec une camera (pas de la capture video direct) et comme la camera finit toujours pas se desynchro avec l'ecran du jeu tu arrives toujours (si la camera a un temps d'obturation suffisant) a voir si y a 60 frames differentes ou seulement 30.

Apres 2 ou 3 heures a chercher des videos, les downloader (pas loin d'une vingtaine) et les analyser a la frame je peux effectivement confirmer. OutRun en arcade est bien un jeu 30fps mais surtout ce n'est pas le cas de HangOn et SpaceHarrier sortie avant ni de AfterBurner sortie apres.
Quand on sait que meme lorsque Sega s'est mis a la 3D ils ont attaqué directement avec du 60fps (contrairement a Namco ou Atari) est ce que Outrun pourrait etre le seul jeu d'arcade 30fps de Sega? Si jamais quelqu'un croise Douglas un jour peut etre que lui en connait d'autre.
Ca serait une anecdote amusante pour l'histoire de Outrun (la je pense a pipo) et puis ca alimente les debats toujours d'actualité sur le 60fps.


 



Coca_Impact

C'est vrai que c'est surprenant ! Vraiment bon boulot !