This file contains the archives of the rec.games.vectrex NetNews group for the month of Jan-1997 (This date range is approximate as article dates are determined based on arrival time and not the date in the article header). The Vextrex archives, which include game code, technical specifications, the rec.games.vectrex archive and a host of additional information, is available at: ftp://ftp.csus.edu/pub/vectrex/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!howland.erols.net!blackbush.xlink.net!news-kar1.dfn.de!news-fra1.dfn.de!news-ber1.dfn.de!gs.dfn.de!uni-erlangen.de!chico.franken.de!usenet From: stenzel@vector.franken.de (Ralph Stenzel) Newsgroups: rec.games.vectrex Subject: Re: Serial Numbers? Date: Wed, 01 Jan 1997 12:48:14 GMT Organization: Textwerkstatt Lines: 28 Distribution: inet Message-ID: <32ca5a9c.2420819@news.franken.de> References: <5a0lqo$quu@tribune.mayo.edu> <5a7it9$c5i@news.snni.com> <32C90AFA.1C77@es.rice.edu> NNTP-Posting-Host: vector.franken.de Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/16.339 My Vectrexes are all European versions as distributed under the MB label (Milton Bradley). Their serial numbers are: S/N 3086194 S/N 3084273 S/N 3064707 S/N 3063733 S/N 3061304 S/N 3019282 S/N 3010206 The two units with the S/N 301xxxx are equipped with the older ROM version (featuring the infamous MineStorm level-13 bug and the opening screen text 'GCE - ENTERTAINING NEW IDEAS'). All of the other units have the newer and bugless ROM version (no level-13 bug, no starting text other than 'VECTREX'). BTW, all Vectrex items that were officially distributed in Europe from 1982 to 1984 carry the MB label on gadget, box and booklet. -- Ralph Stenzel, Germany Programmmer, Writer, Electronic Archaeologist eMail: stenzel@vector.franken.de + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!howland.erols.net!EU.net!Austria.EU.net!01-newsfeed.univie.ac.at!swidir.switch.ch!serra.unipi.it!sirio.cineca.it!qualcuno.nettuno.it!p.cavina From: p.cavina@mo.nettuno.it (Piero Cavina) Newsgroups: rec.games.vectrex Subject: can you play Hyperchase? Date: Wed, 1 Jan 1997 15:24:42 +0100 Organization: NETTuno Lines: 11 Message-ID: <19970101152442201286@cvnp06k1.mo.nettuno.it> NNTP-Posting-Host: cvnp06k1.mo.nettuno.it X-Newsreader: MacSOUP 2.1 Looks like this game can't be played. I'm sure that my Vectrex controller works fine, but there is no way to keep the damn car from crashing when I move the stick left or right just a bit too faster.w I wonder how they could relase a game that is almost unplayable. Maybe someone could disassemble the code and hack it so that the car can be controlled properly...? :-) Ciao, P. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!howland.erols.net!portc02.blue.aol.com!audrey01.news.aol.com!not-for-mail From: diskountrs@aol.com (DisKountrs) Newsgroups: rec.games.vectrex Subject: Complete Video Game Pricelist Date: 1 Jan 1997 22:03:38 GMT Organization: AOL http://www.aol.com Lines: 74 Distribution: inet Message-ID: <19970101220200.RAA22523@ladder01.news.aol.com> NNTP-Posting-Host: ladder01.news.aol.com X-Admin: news@aol.com Hello! Thank you for showing interest in the DisKounters Video Game Catalog. At this time, we request you let us know if you want to receive the entire game catalog, or just specific systems. We are trying to simplify our catalog system, and make it easier for you. Please put an "X" in the appropriate box (or cut & paste) for the pricelists you are interested in. Some pricelists are still in the works, but we plan to have most of them ready by Jan 1st. [ ] Entire Catalog [ ] Turbo Grafx 16 / Turbo Duo / PC Engine [ ] Atari 2600 [ ] Atari 5200 [ ] Atari 7800 [ ] Atari Lynx [ ] Atari Jaguar (Carts & CD's) [ ] Bally Astrocade [ ] CD Interactive (CD-I) [ ] Colecovision [ ] Emerson Arcadia 2001 [ ] Fairchild Channel F [ ] Intellivision [ ] Magnavox Odyssey 2 [ ] NEO GEO (Carts & CD's) [ ] Nintendo [ ] Super Nintendo [ ] Game Boy / Pocket Game Boy [ ] Virtual Boy [ ] Nintendo 64 [ ] Sega Master System [ ] Sega Genesis / Sega Nomad [ ] Sega CD [ ] Sega 32X [ ] Sega Game Gear [ ] Sega Pico [ ] Sega Saturn [ ] Sony Playstation [ ] Vectrex [ ] 3DO We Buy, Sell, and Trade videogames (and computers). DisKounters P.O. Box 7478 Buffalo Grove, IL 60089 (847) 634-0409 STORE ADDRESS: DisKounters @ Paradise Records 390 Half Day Road Buffalo Grove, IL 60089 (847) 913-9989 STORE HOURS: M-F 3:30 PM to 9:00 PM Sat: 10:00 AM to 6:00 PM Sun: 11:00 AM to 5:00 PM + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!news.starnet.net!news.dra.com!feed1.news.erols.com!howland.erols.net!news.sprintlink.net!news-peer.sprintlink.net!uunet!in2.uu.net!208.195.156.10!news.walltech.com!hsnx.wco.com!news.wco.com!news From: bstanton@wco.com (Bill Stanton) Newsgroups: rec.games.vectrex,rec.games.video.marketplace,rec.games.video.atari,rec.games.video.classic Subject: BILL'S SECOND AUCTION-GOING PHASE-UPDATE#10 12/31 Date: Wed, 01 Jan 1997 23:09:53 GMT Organization: West Coast Online's News Server - Not responsible for content Lines: 402 Distribution: inet Message-ID: <32caee79.6540916@NEWS.WCO.NET> Reply-To: bstanton@wco.com NNTP-Posting-Host: octans29.wco.com X-Newsreader: Forte Free Agent 1.1/32.230 Xref: csus.edu rec.games.vectrex:6160 rec.games.video.marketplace:100419 rec.games.video.atari:96109 rec.games.video.classic:69233 **BILL'S SECOND AUCTION!!!** 12/21/96 - 12/27/96 ----------------------------------------------- (2600-5200-7800-Vectrex-INTV-NES-Magnavox-C=64- Turbo Duo-Odyssey-Fairchild-GameBoy-Saturn-3DO) ---See Terms & Agreements at end of document--- ----------------------------------------------- NEWS ITEM BULLETINS 12/21: I made my first mistake! I included the Fairchild carts in with the system AND an assortment (C7-C12). I've deleted the carts from the system. Any bids on that system thus far may be withdrawn. 12/21: Added a bunch of Atari and Commodore stuff to (S)ystems and (M)isc. categories. Plus some other odd stuff... ;) 12/22: Notice - Channel F cart assortments are not individual items... Please enter bids on the carts individually! I only grouped them to differentiate between the boxed and unboxed carts. 12/22: REMINDER - Check the min. bid increments at the bottom of the auction! People have been bidding $1 increments on items over $10 and I won't be accepting them after this update. Thx! 12/23: Added a Galaxian VFD to (H)andhelds, and two SNES developer's EPROM cards. 12/24: MERRY CHRISTMAS EVE! Added some notes to various items like the Super Wildcard. 12/25: NOTICE OF ITEM REMOVAL: As of tomorrow (12/26) I will be REMOVING unbidded items to streamline the auction document. If you want any of these items and are waiting before you bid, please do so now. 12/26: I HAVE moved all unbidded items to the bottom of each category listing or brand. As of tomorrow, if they remain unbidded, they'll be removed. 12/26: AUCTION will be going into the GOING phase tomorrow. All entered bids will be listed as ONCE on 12/27. Bids that remain on the 28th will become TWICE and then SOLD the next day if no other valid bids are entered on a given item. Since I am not getting laid off this time, I am not going to be accepting conditional bids as I did with the last auction. There's no time limit, I will allow bidding wars to continue for a while. Besides, there was a bit of confusion last time as to how conditional bids worked... 12/27: SECOND UPDATE OF THE DAY - I will now be sending out two updates per day, until the end of the auction. Unfortunately, I think I may have messed up a couple of the items bids. If you see an item that you made a bid on and you don't see it (and there has been no new bid on that item), please let me know and accept my apologies. The holiday and all has been very competitive for my brain processing time! :) 12/27-28: FIRST GOING UPDATE! As of this update, I have deleted items which were not yet bidded on and tried to fix any bidding errors I made. Please note that if a system or cart doesn't list something (like power supply, box, etc.) DO NOT EXPECT IT TO COME WITH IT! I have tried to give detailed explanations on items but if you have a question, ASK! I will reply within hours with info. A brief word on updates and "ONCE, TWICE" stuff. ALL ITEMS WILL GO FROM ONCE TO TWICE TOMORROW. NOT on this update! Items will not go from ONCE to TWICE to GONE between a morning and evening update. Rather, I am doing on a day to day basis. Ex: Item S1). went to *ONCE* this morning. It got no bids today. It will be still listed as *ONCE* on this update and will not be changed to *TWICE* until tomorrow (assuming it doesn't get a new bid by morning, in which case it will remain *ONCE*). --Any questions? Email me! BTW, I removed a second Donkey Kong which was a dupe of an existing cart. 12/28: SECOND GOING UPDATE: I am now switching some items from ONCE to TWICE. 12/29: Since I was unable to send out TWO updates today, I am not going to upgrade the GOING status of items until tomorrow morning to give people a chance to bid on currently TWICE items they wouldn't otherwise have seen today. This essentially will delay the auction by one day, I hope it doesn't inconvenience anyone! :) Also, item M7b). Atari Joysticks #2 have been re-added because I lost a bid on them before. 12/30: OK, some items are being listed as SOLD. Congrats to all buyers! Also, the Tomy Cosmic Clash HH is being re-listed as LIGHTS, not VFD. My mistake... Bid retractions allowed on that item only!! 1/1: Some people are sending me email asking if the auction is done... IT'S NOT! As long as there are items left with current bids on them of ONCE or TWICE, they are still available for bidding..! Congrats to everyone who have won items, I will be sending out shipping prices and subtotals soon. ----------------------------------------------- CONTENTS: SECTION I - Systems SECTION II - Carts (NO MIN. BIDS) SECTION III - Handhelds (NO MIN. BIDS) SECTION IV - Miscellaneous ************************************************ SECTION I - Systems ************************************************ S1). Atari 2600 Bundle 1 $12-Ray*SOLD!!* (4 switch, ultra-clean, works/tested, includes Combat & Star Raiders carts w/ Star Raiders overlay, multi-keypad & 2 working joysticks) S2). Odyssey II $22-Ray*SOLD!!* (works/tested, w/ 2 controllers, no power supply - uses any Sega p/s) S3). Vectrex -$90-C.E. Forman*once* (works/tested, w/ 1 controller, no carts) S4). Fairchild Channel F -$45-cougar*SOLD!!* (works/tested, w/ 2 controllers NO CARTS System II version by Zircon) S5). NEC Turbo Duo -$80-Ryu *SOLD!!* (works/tested, needs video cables, no CD's) S6). Atari 5200 Boxed (4-p)$50 -cougar*once* (works/tested, complete w/ all docs, 100% working controllers, switchbox, etc. & Super Breakout in SEALED box) S7). Atari 7800 Boxed System -$40-jeffrey*once* (tested, complete w/ Dig Dug, Pole Position & Galaga, carts only) S9). Intellivision -$16-Dave R*SOLD!!* (tested) S10). Intellivision -$22-Ken*SOLD!!* (tested, w/ Intellivoice module) S11). Nintendo NES -$16-Jon Kruse *TWICE* (2 controllers, Zapper, RF, no p/supply) S12). Commodore 64 -$10-Mike*SOLD!!* (tested, w/ power supply) S13). Nintendo NES -$20-Mr. Dynamo*SOLD!!* (tested, 2 controllers, RF, p/supply & gun) S14). Sega Saturn -$85-Freeman *SOLD!!* (tested, modified for US/Jap swap, removed CD cover door, 2 controllers) S15). 3DO Testing Station -$85-Rikard *SOLD!!* (tested, dev system, w/ testing joypad, has toggle switch for test purposes) S16). Atari 400 -$9-Hugues *SOLD!!* (tested, no power supply) S17). Atari 1200XL -$8-Rodolfo *once* (tested, no power supply) S18). Atari 130XE -$5-James *SOLD!!* (broken keyboard (bad trace on keyboard circuit), no power supply) ************************************************ SECTION II - Carts (NO MIN. BIDS) ************************************************ -->BID ON EACH CART INDIVIDUALLY!<-- *** Fairchild Channel F Assortment 1 (these carts are w/ box and instructions) C1). Cart #3 -$4-DisKountrs*SOLD!!* (Blackjack) C2). Cart #6 -$4-DisKountrs*SOLD!!* (Addition, Subtraction) C3). Cart #7 -$4-DisKountrs*SOLD!!* (Multip, Div.) C4). Cart #9 -$4-DisKountrs*SOLD!!* (Drag Strip) C5). Cart #12 -$4-DisKountrs*SOLD!!* (Baseball) C6). Cart #15 $7-Rikard*SOLD!!* (Memory Match 1 & 2) *** Fairchild Channel F Assortment 2 (these carts are WITHOUT boxes or instructions) C7). Cart #1 -$1-DisKountrs*SOLD!!* (Tic-Tac-Toe, Shooting Gallery, Doodle, Quadra-Doodle) C8). Cart #1 -$3-DisKountrs*SOLD!!* (same as above but different label, larger '#1' w/ picture icons) C9). Cart #2 -$3-DisKountrs*SOLD!!* (Desert Fox, Shooting Gallery) C10). Cart #3 -$1-DisKountrs*SOLD!!* (Video Blackjack) C11). Cart #4 -$1-DisKountrs*SOLD!!* (Spitfire) C12). Cart #12 -$3-DisKountrs*SOLD!!* (Baseball) *** Atari 2600 C13). Donkey Kong (Coleco) -$1-cougar*SOLD!!* C14). Frogger (Parker Brothers) -$2-Ray*SOLD!!* C50). Outlaw (boxed) -$2-cougar *SOLD!!* C51). Homerun (boxed) -$1-cougar *SOLD!!* *** Intellivision C40). Bomb Squad (uses Intellivoice) -$1-Jon*SOLD!!* C47). Q*Bert -$2-Rhino*once* C49). Burgertime -$2-Rhino*once* C15). Space Battle (Mattel) -$2-Dave R*SOLD!!* C16). Skiing (Mattel, in box w/manual)-$1-Gary*SOLD!!* C17). Poker & Blackjack (Mattel, in box)-$1-Gary*SOLD!!* C41). Space Battle-$2-Dave R*SOLD!!* C42). Tennis-$1-Gary*SOLD!!* C43). Astrosmash-$2-Dave R*SOLD!!* C44). Black Jack-$1-Gary*SOLD!!* C45). NBA Basketball-$1-Gary*SOLD!!* C46). Horse Racing-$1-Gary*SOLD!!* C48). NFL Football-$1-Gary*SOLD!!* *** Atari 8-bit Computers C18). Centipede (Atari) -$2-cougar*SOLD!!* C19). Touch Typing -$2-Rodolfo*SOLD!!* (Atari, cassette) *** Odyssey II C20). Pick Axe Pete -$4-Jon*SOLD!!* C21). Cosmic Conflict -$4-Jon*SOLD!!* C22). Alien Invaders Plus -$1-Jon*SOLD!!* C37). Out of This World/Helicopter Rescue-$1-Jon*SOLD!!* C31). K.C. Munchkin -$1-Jon*SOLD!!* C24). Showdown in 2100 AD -$3-Ray*once* C26). War of Nerves -$1-Jon*SOLD!!* C27). Monkeyshines! -$3-Jon*SOLD!!* C28). Quest for the Rings (Gold Label)-$3-Jon*SOLD!!* C29). Invaders From Hyperspace -$1.50-Jon*SOLD!!* C30). Computer Golf-.50-Ray*SOLD!!* C25). Baseball!-.50-Ray*SOLD!!* C32). Thunderball--$1.50-Jon*SOLD!!* C33). Football-.50-Ray*SOLD!!* C34). Blockout/Breakdown--$1.50-Jon*SOLD!!* C35). Bowling/Basketball-.50-Ray*SOLD!!* C36). Sub Chase/Armored Encounter--$1.50-Jon*SOLD!!* C23). Electronic Table Soccer--$1.50-Jon*SOLD!!* C38). Speedway/Spin-out/Crypto Logic-.50-Ray*SOLD!!* ************************************************ SECTION III - Handhelds (NO MIN. BIDS) ************************************************ HH1). Soccer -$3-Meatyard*SOLD!!* (Mattel, LED, tested, power switch is a little touchy, but game works fine) HH2). Jurassic Park -$1-Rikard*SOLD!!* (Tiger, LCD) HH3). Safebuster $15-Jeffrey*SOLD!!* (Nintendo G&W, LCD 2-screen) HH4). Soccer -$2-cougar*SOLD!!* (Mattel, LED, tested but no battery cover) HH5). Cosmic Clash *REMOVED* (Tomy, Lights) HH7). Simon -$8-Ray *SOLD!!* (MB, lights, more of a tabletop really) HH8). Tennis $2-Rikard*SOLD!!* (Tomytronics, VFD) HH10). Galaxian -$8-Rikard *SOLD!!* (Coleco, VFD, BROKEN - circuit board cracked, good for parts or if you can work miracles with solder!) ************************************************ SECTION IV - Miscellaneous ************************************************ M1). Super Wildcard -$50-Victoria*SOLD!!* (SNES cart copier, 24megabit, parallel PC port built-in, no p/supply -uses 9v) M2). Vectrex controller -$20-Sean*SOLD!!* (Works fine) M3). 3DO control pad -$6-DisKountrs*SOLD!!* (Tested) M7a). Atari Joysticks Set #1 -$5-Mike*SOLD!!* (2, both tested) M7b). Atari Joysticks Set #2 -$3-PatMan*SOLD!!* (2, both tested) M8a). Atari Paddles Set#1 -$3-Ray*SOLD!!* (1 pair, tested) M8b). Atari Paddles Set#1 -$3-PatMan*SOLD!!* (1 pair, tested) M11). Commodore 1541 -$15-Mike*SOLD!!* (Disk Drive with power cord, tested) M12). Commodore 1571 -$12-Mike*SOLD!!* (Disk Drive with power cord, untested) M14). SNES Developer Cards (2) -$26-Kester*once* (5 EPROM sockets on each card, unknown games, one has 2 EPROMS, the other 1. these are basically like carts) ************************************************ TERMS AND AGREEMENTS FOR ALL BIDDERS ************************************************ 1). ALL BIDS ARE FINAL - If you make a bid, it is final. Do not bid on any item you don't intend to buy! 2). PAYMENT FOR WINNING BIDS - Will be in $US MONEY ORDERS or CASHIERS CHECK only. No checks and I don't advise you send cash in the mail. In the event of a winning bid, you send me the MO and your address and I will send you the item(s). Make MO/CC's out to: Bill Stanton, UNLESS OTHERWISE INFORMED! After all, some of these items aren't mine. ~~~~~~~~~~~~ 3). TRADES - If you have something you want to offer instead of cash, try me. Just don't refuse to pay in cash if I refuse your trade offer. Any item in the auction is subject to private trade, but I will notify any bidders on that item in the event someone offers me a lucrative trade. 4). SHIPPING COSTS - I make no guarantee that my estimate of shipping costs are totally accurate. I simply make an estimate. 5). BIDDING CRITERIA - Please follow the min. bid increments as follows: $0-9 = $1 $10-19 = $2 $20-up = $5 6). WINNING BIDS - Do send in your payment within 5 days of my emailing you the final amount (shipping plus items). I am *still* waiting for some people to pay me from my last auction (which ended in November)! 7). REMOVAL - Since some of these items aren't mine, we reserve the right to remove any items from the auction at any time. 8). AUCTION DURATION - We're going to run this auction from 12/21/96 until 12/27/96 when it will enter the going phase. This phase will go ONCE, TWICE, GONE. Daily. Hopefully, it won't drag out too long. The auction will formally conclude when all items either have winning bids or have been removed. ************************************************ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!news.ucdavis.edu!info.ucla.edu!csulb.edu!news.sgi.com!newsfeed.internetmci.com!news.infinet.com!Ziggy.erinet.com!not-for-mail From: C Shamis Newsgroups: rec.games.vectrex Subject: Re: can you play Hyperchase? Date: 2 Jan 1997 00:15:44 GMT Organization: Member since 1.2.1 Lines: 10 Distribution: inet Message-ID: <5aeunh$ffn@news1.infinet.com> References: <19970101152442201286@cvnp06k1.mo.nettuno.it> Reply-To: cshamis@erinet.com NNTP-Posting-Host: day-p071.infinet.com Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 8bit X-Newsreader: TIN [UNIX 1.3 unoff BETA release 961216] Piero Cavina wrote: > Looks like this game can't be played. I'm sure that my Vectrex > controller works fine, but there is no way to keep the damn car from Nah, it can be played, it just takes a very delicate touch. (But you're right, it's way to sensative.) -- C. Shamis / This space intentionally CShamis@erinet.com / left blank. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!gatech!ennfs.eas.asu.edu!cs.utexas.edu!news.cs.utah.edu!galt From: galt@lal.cs.utah.edu (Greg Alt) Newsgroups: rec.games.vectrex Subject: Re: Vectrex out of patent? Date: 2 Jan 1997 01:07:02 GMT Organization: University of Utah Lines: 21 Distribution: inet Message-ID: <5af1nm$btn@magus.cs.utah.edu> References: <59ukrd$9ku@nnrp1.news.primenet.com> <19961227000700.TAA01824@ladder01.news.aol.com> <59vu18$n14@janus.cqu.edu.au> NNTP-Posting-Host: lal.cs.utah.edu In article <59vu18$n14@janus.cqu.edu.au> waynem1@cq-pan.cqu.edu.au (Wayne Morellini) writes: >WaltDG (waltdg@aol.com) wrote: >: that the protection for the copyrighted components (such as code stored in >: ROMS) can last indefinitily. > >Well 50 years from a certain date. If I remember correctly, it is 50 years after the death of the author, or 75 years for creative works where the copyright is held by a company and not a single author. Also, for quite a while, copyright law has been amended about every 20 years to extend protection for about 20 years. Disney and other big corporations are lobbying for copyrights that last forever, but if the trend continues, this isn't terribly necessary. Nothing created after the early 1900's will ever have its copyright expire, if all goes according to plan. Greg -- Visit the Utah Anarchism and Revolution Page at: http://www.cs.utah.edu/~galt/revolt.html + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!newshub.csu.net!usc!howland.erols.net!worldnet.att.net!news.u.washington.edu!saul7.u.washington.edu!howald From: William Howald Newsgroups: rec.games.vectrex Subject: Serial Numbers? Date: Wed, 1 Jan 1997 22:32:00 -0800 Organization: University of Washington Lines: 32 Distribution: inet Message-ID: References: <5a0lqo$quu@tribune.mayo.edu> <32C9D1BA.FF0@pacbell.net> NNTP-Posting-Host: saul7.u.washington.edu Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII NNTP-Posting-User: howald To: rod In-Reply-To: <32C9D1BA.FF0@pacbell.net> > > Folks, anyone have any idea how many Vectrexes (Vectri?) were made? The > > two I have have serial numbers in the 48,000s and 138,000s. Assuming the > > serial numbers are sequential, that's quite a run for an expensive home > > machine that came out during the video game crash... > > > > Ray Ghanbari > > Mayo Foundation > > ray@mayo.edu > Mine is 0010067. > Rod > bwheat@pacbell.net I have 4 machines... here are my Serial #'s: 1:Made in Taiwan/Model 3000/Ser#100997 2:Made in Taiwan/Model 3000/Ser#102523 3:Made in Hong Kong/Model HP-3000/Ser#011434 4:Made in Hong Kong/Model HP-3000/Ser#0073722 All 4 behave the same-says "GCE-Entertaining new ideas" I don't know about the Mine Storm bug.... All 4 look identical too... With the at least 2 locations for Production, I wonder if the serial#'s have any meaning at all... Thanks for listening... Aaron Howald + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!www.nntp.primenet.com!nntp.primenet.com!howland.erols.net!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!uunet!in1.uu.net!140.142.64.3!news.u.washington.edu!saul7.u.washington.edu!howald From: William Howald Newsgroups: rec.games.vectrex Subject: Re: Vectrex out of patent? Date: Wed, 1 Jan 1997 22:36:13 -0800 Organization: University of Washington Lines: 16 Distribution: inet Message-ID: References: <592t42$dpd@janus.cqu.edu.au> <32B9A878.3B51@vvm.com> <59leb7$8u2@janus.cqu.edu.au> <59ukrd$9ku@nnrp1.news.primenet.com> <59un0r$dgh@nnrp1.news.primenet.com> <5a4rdp$pig@nnrp1.news.primenet.com> NNTP-Posting-Host: saul7.u.washington.edu Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII NNTP-Posting-User: howald In-Reply-To: <5a4rdp$pig@nnrp1.news.primenet.com> On 28 Dec 1996, Glenn Saunders wrote: > The mortal Nick S Bensema wrote: > : wow. Of course I don't think a Vectrex will really sell enough to justify > : production costs, unless it were sold maybe at Spencer's with more than > : one built-in game. I saw Spencer's because that's where you go to buy > > There is a way to make a profit in the 1990s selling Vec hardware, but I'd > be giving up my secret by telling you how. Suffice to say, it wouldn't be > a stock Vectrex setup. Or a Vectrex at all... design a game using a more modern driver and you may have something! Aaron Howald + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!ddsw1!news.mcs.net!www.nntp.primenet.com!nntp.primenet.com!feed1.news.erols.com!howland.erols.net!news.sprintlink.net!news-peer.sprintlink.net!uunet!in1.uu.net!140.142.64.3!news.u.washington.edu!saul7.u.washington.edu!howald From: William Howald Newsgroups: rec.games.vectrex Subject: Re: can you play Hyperchase? Date: Wed, 1 Jan 1997 21:56:47 -0800 Organization: University of Washington Lines: 20 Distribution: inet Message-ID: References: <19970101152442201286@cvnp06k1.mo.nettuno.it> <5aeunh$ffn@news1.infinet.com> NNTP-Posting-Host: saul7.u.washington.edu Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII NNTP-Posting-User: howald To: cshamis@erinet.com In-Reply-To: <5aeunh$ffn@news1.infinet.com> On 2 Jan 1997, C Shamis wrote: > Piero Cavina wrote: > > Looks like this game can't be played. I'm sure that my Vectrex > > controller works fine, but there is no way to keep the damn car from > > Nah, it can be played, it just takes a very delicate touch. (But you're > right, it's way to sensative.) Yeah, if they just rewrote 1 line of code to use more of the sticks range...it would be a good game! Aaron Howald > > -- > C. Shamis / This space intentionally > CShamis@erinet.com / left blank. > > + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!howland.erols.net!torn!nott!bcarh189.bnr.ca!crchh327.rich.bnr.ca!woodcock From: woodcock@bnr.ca (Gregg Woodcock) Newsgroups: rec.games.vectrex Subject: Re: Why is the emulator not mentioned in the FAQ? Date: 2 Jan 1997 18:48:49 GMT Organization: Bell-Northern Research; Richardson, Texas, USA Lines: 14 Distribution: inet Message-ID: <5agvuh$qkp@crchh327.rich.bnr.ca> References: <5abhlg$iqp@news1.infinet.com> NNTP-Posting-Host: carphc21.rich.bnr.ca X-Newsreader: TIN [version 1.2 PL2] C Shamis (cshamis@Ziggy.erinet.com) wrote: : Who's taken over the job of the faq, the newest one on ftp.csus.edu doesn't : mention the "working" vectrex emulator. I am sorry, part of my New Year's Resolution is to get an updated version of the FAQ out and that is part of what I plan to put in. Time... I need more time!!! I have too many projects and am way behind on them all... -- THANX...Gregg day 214.684.7380 night UNLIST/PUBL TEXAS NOT CANADA! woodcock@nortel.com or bn202@cleveland.freenet.edu *CLASSIC VIDEOGAME COLLECTOR BUY/SELL/TRADE NON-COMPUTER (ARCADE/HOME)* "If you quote me on this I'll have to deny it; I won't remember because I have such a bad memory. Not only that, but my memory is *terrible*." + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!gatech!www.nntp.primenet.com!nntp.primenet.com!newspump.sol.net!mindspring!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!feed1.news.erols.com!news.enteract.com!news.inetnebr.com!newsrelay.courtave.net!polo.iquest.com!news3.crl.com!nexp.crl.com!not-for-mail From: Bruce Tomlin Newsgroups: rec.games.vectrex Subject: Re: Tech Question, slanted text how to fix? Date: 2 Jan 1997 22:52:31 GMT Organization: San Antonio, TX Lines: 6 Distribution: inet Message-ID: <5ahe7f$5a8@nexp.crl.com> References: <5abi84$iqp@news1.infinet.com> NNTP-Posting-Host: crl.com X-Newsreader: TIN [UNIX 1.3 unoff BETA release 961231] C Shamis wrote in rec.games.vectrex: >Anyone know how to fix slanted text? The text that says Player 1, is always >straight up-and down. But most other text is slanted pretty bad. The tilt can be adjusted, however it can not be made consistent. The angle *will* be different for different sized letters. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!gatech!arclight.uoregon.edu!mr.net!news.maxwell.syr.edu!news-xfer.netaxs.com!news.dra.com!feed1.news.erols.com!howland.erols.net!news.sprintlink.net!news-peer.sprintlink.net!uunet!in1.uu.net!204.245.3.50!news.primenet.com!nickb From: nickb@primenet.com (Nick S Bensema) Newsgroups: rec.games.vectrex Subject: Re: Vectrex out of patent? Date: 2 Jan 1997 14:26:01 -0700 Organization: Primenet (602)416-7000 Lines: 20 Distribution: inet Message-ID: <5ah959$7m0@nnrp1.news.primenet.com> References: <592t42$dpd@janus.cqu.edu.au> <5a4rdp$pig@nnrp1.news.primenet.com> <5ah604$1at@nnrp1.news.primenet.com> X-Posted-By: nickb@206.165.5.101 (nickb) In article <5ah604$1at@nnrp1.news.primenet.com>, Glenn Saunders wrote: >The mortal William Howald wrote: >: Or a Vectrex at all... design a game using a more modern driver and you >: may have something! > >No, the advantage of using a true Vectrex core is that you have all those >games builtin from day one. Hardware is easy. Software takes time. Perhaps we borrow the idea of the Atari 7800, to make a console that will not only play games from the old system, but has the option to use all new hardware. Block-Out (3d tetris) and Klax would look AWESOME on a vector screen. -- N i c k B e n s e m a < n i c k b @ p r i m e n e t . c o m > ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 98-KUPD Red Card Holder #710563 WedSpc License #71.0563 + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!gatech!howland.erols.net!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!uunet!in3.uu.net!204.245.3.50!news.primenet.com!krishna From: Glenn Saunders Newsgroups: rec.games.vectrex Subject: Re: Vectrex out of patent? Date: 2 Jan 1997 13:32:04 -0700 Organization: Primenet (602)416-7000 Lines: 7 Distribution: inet Message-ID: <5ah604$1at@nnrp1.news.primenet.com> References: <592t42$dpd@janus.cqu.edu.au> <32B9A878.3B51@vvm.com> <59leb7$8u2@janus.cqu.edu.au> <59ukrd$9ku@nnrp1.news.primenet.com> <59un0r$dgh@nnrp1.news.primenet.com> <5a4rdp$pig@nnrp1.news.primenet.com> X-Posted-By: krishna@206.165.5.108 (krishna) The mortal William Howald wrote: : Or a Vectrex at all... design a game using a more modern driver and you : may have something! No, the advantage of using a true Vectrex core is that you have all those games builtin from day one. Hardware is easy. Software takes time. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!gatech!howland.erols.net!feed1.news.erols.com!news.ecn.uoknor.edu!news.wildstar.net!newsfeed.direct.ca!usenet From: rearl@direct.ca (Roger Earl) Newsgroups: rec.games.vectrex Subject: Altering Vectrex games Date: 03 Jan 97 01:02:17 -800 Organization: Canada Internet Direct, Inc. Lines: 20 Message-ID: <915.6942T62T875@direct.ca> Reply-To: rog@elecplay.com NNTP-Posting-Host: van-as-08b10.direct.ca X-Newsreader: THOR 2.3 (Amiga;TCP/IP) *UNREGISTERED* Just finally got my hands on a Vecrex and I've been loosely following the recent events regarding the Vec... the emulator and even some new games, etc.. What I am curious about, is if someone has the ability to make some small adjustments to existing games? For instance, Armor Attack is a great co-op two-player game but I would love to be able to shoot the other player for some added competition. Would it be too difficult for someone who already knows how to program for the Vec to make this change (should be a simple collision-detection) and produce a new ROM image? And what about that steering adjustment that could be made to Hyperchase? __ rog@elecplay.com |_) _ __ The Electric Playground : http://www.elecplay.com/ | \(_)(_/ Vancouver Classic Video Games Club : _/ http://www.geocities.com/TimesSquare/9227/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!gatech!howland.erols.net!feed1.news.erols.com!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!newsfeed.internetmci.com!news.wco.com!news From: bstanton@wco.com (Bill Stanton) Newsgroups: rec.games.vectrex,rec.games.video.classic,rec.games.video.marketplace,rec.games.video.atari Subject: BILL'S SECOND AUCTION-GOING PHASE-UPDATE#12 1/2 Date: Fri, 03 Jan 1997 10:43:51 GMT Organization: West Coast Online's News Server - Not responsible for content Lines: 435 Distribution: inet Message-ID: <32cce2c9.50136520@NEWS.WCO.NET> Reply-To: bstanton@wco.com NNTP-Posting-Host: octans45.wco.com X-Newsreader: Forte Free Agent 1.1/32.230 Xref: csus.edu rec.games.vectrex:6173 rec.games.video.classic:69362 rec.games.video.marketplace:100669 rec.games.video.atari:96198 **BILL'S SECOND AUCTION!!!** 12/21/96 - 12/27/96 ----------------------------------------------- (2600-5200-7800-Vectrex-INTV-NES-Magnavox-C=64- Turbo Duo-Odyssey-Fairchild-GameBoy-Saturn-3DO) ---See Terms & Agreements at end of document--- ----------------------------------------------- NEWS ITEM BULLETINS 12/21: I made my first mistake! I included the Fairchild carts in with the system AND an assortment (C7-C12). I've deleted the carts from the system. Any bids on that system thus far may be withdrawn. 12/21: Added a bunch of Atari and Commodore stuff to (S)ystems and (M)isc. categories. Plus some other odd stuff... ;) 12/22: Notice - Channel F cart assortments are not individual items... Please enter bids on the carts individually! I only grouped them to differentiate between the boxed and unboxed carts. 12/22: REMINDER - Check the min. bid increments at the bottom of the auction! People have been bidding $1 increments on items over $10 and I won't be accepting them after this update. Thx! 12/23: Added a Galaxian VFD to (H)andhelds, and two SNES developer's EPROM cards. 12/24: MERRY CHRISTMAS EVE! Added some notes to various items like the Super Wildcard. 12/25: NOTICE OF ITEM REMOVAL: As of tomorrow (12/26) I will be REMOVING unbidded items to streamline the auction document. If you want any of these items and are waiting before you bid, please do so now. 12/26: I HAVE moved all unbidded items to the bottom of each category listing or brand. As of tomorrow, if they remain unbidded, they'll be removed. 12/26: AUCTION will be going into the GOING phase tomorrow. All entered bids will be listed as ONCE on 12/27. Bids that remain on the 28th will become TWICE and then SOLD the next day if no other valid bids are entered on a given item. Since I am not getting laid off this time, I am not going to be accepting conditional bids as I did with the last auction. There's no time limit, I will allow bidding wars to continue for a while. Besides, there was a bit of confusion last time as to how conditional bids worked... 12/27: SECOND UPDATE OF THE DAY - I will now be sending out two updates per day, until the end of the auction. Unfortunately, I think I may have messed up a couple of the items bids. If you see an item that you made a bid on and you don't see it (and there has been no new bid on that item), please let me know and accept my apologies. The holiday and all has been very competitive for my brain processing time! :) 12/27-28: FIRST GOING UPDATE! As of this update, I have deleted items which were not yet bidded on and tried to fix any bidding errors I made. Please note that if a system or cart doesn't list something (like power supply, box, etc.) DO NOT EXPECT IT TO COME WITH IT! I have tried to give detailed explanations on items but if you have a question, ASK! I will reply within hours with info. A brief word on updates and "ONCE, TWICE" stuff. ALL ITEMS WILL GO FROM ONCE TO TWICE TOMORROW. NOT on this update! Items will not go from ONCE to TWICE to GONE between a morning and evening update. Rather, I am doing on a day to day basis. Ex: Item S1). went to *ONCE* this morning. It got no bids today. It will be still listed as *ONCE* on this update and will not be changed to *TWICE* until tomorrow (assuming it doesn't get a new bid by morning, in which case it will remain *ONCE*). --Any questions? Email me! BTW, I removed a second Donkey Kong which was a dupe of an existing cart. 12/28: SECOND GOING UPDATE: I am now switching some items from ONCE to TWICE. 12/29: Since I was unable to send out TWO updates today, I am not going to upgrade the GOING status of items until tomorrow morning to give people a chance to bid on currently TWICE items they wouldn't otherwise have seen today. This essentially will delay the auction by one day, I hope it doesn't inconvenience anyone! :) Also, item M7b). Atari Joysticks #2 have been re-added because I lost a bid on them before. 12/30: OK, some items are being listed as SOLD. Congrats to all buyers! Also, the Tomy Cosmic Clash HH is being re-listed as LIGHTS, not VFD. My mistake... Bid retractions allowed on that item only!! 1/1: Some people are sending me email asking if the auction is done... IT'S NOT! As long as there are items left with current bids on them of ONCE or TWICE, they are still available for bidding..! Congrats to everyone who have won items, I will be sending out shipping prices and subtotals soon. 1/2: The auction is almost over, only a couple of items remain (you stubborn bidders! heh). I HAVE MOVED ALL SOLD ITEMS TO THE END OF THE AUCTION LISTING! Also, I apologize for not getting more updates out the last couple of days, been busy and feeling under the weather. -Bill ----------------------------------------------- CONTENTS: SECTION I - Systems SECTION II - Carts (NO MIN. BIDS) SECTION III - Handhelds (NO MIN. BIDS) SECTION IV - Miscellaneous NEW SECTION - SOLD ITEMS ************************************************ SECTION I - Systems ************************************************ S3). Vectrex -$90-C.E. Forman*once* (works/tested, w/ 1 controller, no carts) S6). Atari 5200 Boxed (4-p)$50 -cougar*once* (works/tested, complete w/ all docs, 100% working controllers, switchbox, etc. & Super Breakout in SEALED box) S7). Atari 7800 Boxed System -$40-jeffrey*once* (tested, complete w/ Dig Dug, Pole Position & Galaga, carts only) S11). Nintendo NES -$16-Jon Kruse *TWICE* (2 controllers, Zapper, RF, no p/supply) S17). Atari 1200XL -$8-Rodolfo *once* (tested, no power supply) ************************************************ SECTION II - Carts (NO MIN. BIDS) ************************************************ *** Intellivision C47). Q*Bert -$3-Dan*once* C49). Burgertime -$2-Rhino*once* *** Odyssey II C24). Showdown in 2100 AD -$4-Jon*once* ************************************************ SECTION IV - Miscellaneous ************************************************ M14). SNES Developer Cards (2) -$31-Gaymond*once* (5 EPROM sockets on each card, unknown games, one has 2 EPROMS, the other 1. these are basically like carts) ************************************************ ************************************************ ************************************************ ************************************************ ************************************************ ***S O L D I T E M S************************* ************************************************ ************************************************ ************************************************ SECTION I - Systems ************************************************ S1). Atari 2600 Bundle 1 $12-Ray*SOLD!!* (4 switch, ultra-clean, works/tested, includes Combat & Star Raiders carts w/ Star Raiders overlay, multi-keypad & 2 working joysticks) S2). Odyssey II $22-Ray*SOLD!!* (works/tested, w/ 2 controllers, no power supply - uses any Sega p/s) S5). NEC Turbo Duo -$80-Ryu *SOLD!!* (works/tested, needs video cables, no CD's) S4). Fairchild Channel F -$45-cougar*SOLD!!* (works/tested, w/ 2 controllers NO CARTS System II version by Zircon) S9). Intellivision -$16-Dave R*SOLD!!* (tested) S10). Intellivision -$22-Ken*SOLD!!* (tested, w/ Intellivoice module) S12). Commodore 64 -$10-Mike*SOLD!!* (tested, w/ power supply) S13). Nintendo NES -$20-Mr. Dynamo*SOLD!!* (tested, 2 controllers, RF, p/supply & gun) S14). Sega Saturn -$85-Freeman *SOLD!!* (tested, modified for US/Jap swap, removed CD cover door, 2 controllers) S15). 3DO Testing Station -$85-Rikard *SOLD!!* (tested, dev system, w/ testing joypad, has toggle switch for test purposes) S16). Atari 400 -$9-Hugues *SOLD!!* (tested, no power supply) S18). Atari 130XE -$5-James *SOLD!!* (broken keyboard (bad trace on keyboard circuit), no power supply) ************************************************ SECTION III - Handhelds (NO MIN. BIDS) ************************************************ HH1). Soccer -$3-Meatyard*SOLD!!* (Mattel, LED, tested, power switch is a little touchy, but game works fine) HH2). Jurassic Park -$1-Rikard*SOLD!!* (Tiger, LCD) HH3). Safebuster $15-Jeffrey*SOLD!!* (Nintendo G&W, LCD 2-screen) HH4). Soccer -$2-cougar*SOLD!!* (Mattel, LED, tested but no battery cover) HH5). Cosmic Clash *REMOVED* (Tomy, Lights) HH7). Simon -$8-Ray *SOLD!!* (MB, lights, more of a tabletop really) HH8). Tennis $2-Rikard*SOLD!!* (Tomytronics, VFD) HH10). Galaxian -$8-Rikard *SOLD!!* (Coleco, VFD, BROKEN - circuit board cracked, good for parts or if you can work miracles with solder!) ************************************************ SECTION II - Carts (NO MIN. BIDS) ************************************************ -->BID ON EACH CART INDIVIDUALLY!<-- *** Fairchild Channel F Assortment 1 (these carts are w/ box and instructions) C1). Cart #3 -$4-DisKountrs*SOLD!!* (Blackjack) C2). Cart #6 -$4-DisKountrs*SOLD!!* (Addition, Subtraction) C3). Cart #7 -$4-DisKountrs*SOLD!!* (Multip, Div.) C4). Cart #9 -$4-DisKountrs*SOLD!!* (Drag Strip) C5). Cart #12 -$4-DisKountrs*SOLD!!* (Baseball) C6). Cart #15 $7-Rikard*SOLD!!* (Memory Match 1 & 2) *** Fairchild Channel F Assortment 2 (these carts are WITHOUT boxes or instructions) C7). Cart #1 -$1-DisKountrs*SOLD!!* (Tic-Tac-Toe, Shooting Gallery, Doodle, Quadra-Doodle) C8). Cart #1 -$3-DisKountrs*SOLD!!* (same as above but different label, larger '#1' w/ picture icons) C9). Cart #2 -$3-DisKountrs*SOLD!!* (Desert Fox, Shooting Gallery) C10). Cart #3 -$1-DisKountrs*SOLD!!* (Video Blackjack) C11). Cart #4 -$1-DisKountrs*SOLD!!* (Spitfire) C12). Cart #12 -$3-DisKountrs*SOLD!!* (Baseball) *** Atari 2600 C13). Donkey Kong (Coleco) -$1-cougar*SOLD!!* C14). Frogger (Parker Brothers) -$2-Ray*SOLD!!* C50). Outlaw (boxed) -$2-cougar *SOLD!!* C51). Homerun (boxed) -$1-cougar *SOLD!!* *** Intellivision C40). Bomb Squad (uses Intellivoice) -$1-Jon*SOLD!!* C15). Space Battle (Mattel) -$2-Dave R*SOLD!!* C16). Skiing (Mattel, in box w/manual)-$1-Gary*SOLD!!* C17). Poker & Blackjack (Mattel, in box)-$1-Gary*SOLD!!* C41). Space Battle-$2-Dave R*SOLD!!* C42). Tennis-$1-Gary*SOLD!!* C43). Astrosmash-$2-Dave R*SOLD!!* C44). Black Jack-$1-Gary*SOLD!!* C45). NBA Basketball-$1-Gary*SOLD!!* C46). Horse Racing-$1-Gary*SOLD!!* C48). NFL Football-$1-Gary*SOLD!!* *** Atari 8-bit Computers C18). Centipede (Atari) -$2-cougar*SOLD!!* C19). Touch Typing -$2-Rodolfo*SOLD!!* (Atari, cassette) *** Odyssey II C20). Pick Axe Pete -$4-Jon*SOLD!!* C21). Cosmic Conflict -$4-Jon*SOLD!!* C22). Alien Invaders Plus -$1-Jon*SOLD!!* C37). Out of This World/Helicopter Rescue-$1-Jon*SOLD!!* C31). K.C. Munchkin -$1-Jon*SOLD!!* C26). War of Nerves -$1-Jon*SOLD!!* C27). Monkeyshines! -$3-Jon*SOLD!!* C28). Quest for the Rings (Gold Label)-$3-Jon*SOLD!!* C29). Invaders From Hyperspace -$1.50-Jon*SOLD!!* C30). Computer Golf-.50-Ray*SOLD!!* C25). Baseball!-.50-Ray*SOLD!!* C32). Thunderball--$1.50-Jon*SOLD!!* C33). Football-.50-Ray*SOLD!!* C34). Blockout/Breakdown--$1.50-Jon*SOLD!!* C35). Bowling/Basketball-.50-Ray*SOLD!!* C36). Sub Chase/Armored Encounter--$1.50-Jon*SOLD!!* C23). Electronic Table Soccer--$1.50-Jon*SOLD!!* C38). Speedway/Spin-out/Crypto Logic-.50-Ray*SOLD!!* ************************************************ SECTION IV - Miscellaneous ************************************************ M1). Super Wildcard -$50-Victoria*SOLD!!* (SNES cart copier, 24megabit, parallel PC port built-in, no p/supply -uses 9v) M2). Vectrex controller -$20-Sean*SOLD!!* (Works fine) M3). 3DO control pad -$6-DisKountrs*SOLD!!* (Tested) M7a). Atari Joysticks Set #1 -$5-Mike*SOLD!!* (2, both tested) M7b). Atari Joysticks Set #2 -$3-PatMan*SOLD!!* (2, both tested) M8a). Atari Paddles Set#1 -$3-Ray*SOLD!!* (1 pair, tested) M8b). Atari Paddles Set#1 -$3-PatMan*SOLD!!* (1 pair, tested) M11). Commodore 1541 -$15-Mike*SOLD!!* (Disk Drive with power cord, tested) M12). Commodore 1571 -$12-Mike*SOLD!!* (Disk Drive with power cord, untested) ************************************************ TERMS AND AGREEMENTS FOR ALL BIDDERS ************************************************ 1). ALL BIDS ARE FINAL - If you make a bid, it is final. Do not bid on any item you don't intend to buy! 2). PAYMENT FOR WINNING BIDS - Will be in $US MONEY ORDERS or CASHIERS CHECK only. No checks and I don't advise you send cash in the mail. In the event of a winning bid, you send me the MO and your address and I will send you the item(s). Make MO/CC's out to: Bill Stanton ~~~~~~~~~~~~ 3). TRADES - If you have something you want to offer instead of cash, try me. Just don't refuse to pay in cash if I refuse your trade offer. Any item in the auction is subject to private trade, but I will notify any bidders on that item in the event someone offers me a lucrative trade. 4). SHIPPING COSTS - I make no guarantee that my estimate of shipping costs are totally accurate. I simply make an estimate. 5). BIDDING CRITERIA - Please follow the min. bid increments as follows: $0-9 = $1 $10-19 = $2 $20-up = $5 6). WINNING BIDS - Do send in your payment within 5 days of my emailing you the final amount (shipping plus items). I am *still* waiting for some people to pay me from my last auction (which ended in November)! 7). REMOVAL - Since some of these items aren't mine, we reserve the right to remove any items from the auction at any time. 8). AUCTION DURATION - We're going to run this auction from 12/21/96 until 12/27/96 when it will enter the going phase. This phase will go ONCE, TWICE, GONE. Daily. Hopefully, it won't drag out too long. The auction will formally conclude when all items either have winning bids or have been removed. ************************************************ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!news.ucdavis.edu!info.ucla.edu!psgrain!news.rain.net!news.aracnet.com!aquarius From: aquarius@aracnet.com (Chris Stafford) Newsgroups: rec.games.vectrex,rec.games.video.classic Subject: ** FS: Vectrex In Portland, Oregon ** Date: Fri, 03 Jan 1997 03:07:44 -0800 Organization: aracnet.com -- Portland's loudest electrons Lines: 30 Distribution: inet Message-ID: NNTP-Posting-Host: ppp-h14.aracnet.com X-Newsreader: Yet Another NewsWatcher 2.2.0b7 Xref: csus.edu rec.games.vectrex:6174 rec.games.video.classic:69363 Hi, I have the following wunnerful Vectrex System For Sale: * Vectrex Console in clean, good working condition.. * Vectrex Controller in clean, smooth-playing condition.. * Sorry, no overlay for the built-in game, "MineStorm", available.. ** $160.00 which includes SHIPPING via USPS Priority (2 - 3 day service) ANYWHERE in the CONTINENTAL UNITED STATES.. ** ** Payment in the form of Bank Money Order accepted for immediate shipment upon receipt, or Personal Checks are accepted with a 7 - 10 business day wait for clearance before shipment ** ** ALSO AVAILABLE ** - "Heads-Up" Soccer (cartridge only): $15.00 - "Berserk" (cartridge, box and overlay, no instructions): $25.00 - "Scramble" (cartridge only): $15.00 - "Spike" (cartridge only): $15.00 ** Shipping= $2.00 per cartridge ANYWHERE in the CONTINENTAL UNITED STATES .. ** * Thanks, Chris.. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!gatech!swrinde!cs.utexas.edu!howland.erols.net!newsfeed.internetmci.com!newsfeed.direct.ca!nntp.portal.ca!news.bc.net!uvaix3e1.comp.UVic.CA!malun1.mala.bc.ca!mala.bc.ca!srsjacklin From: srsjacklin@mala.bc.ca (FRED JACKLIN, ADMISSIONS MANAGER) Newsgroups: rec.games.vectrex Subject: is Clean Sweep much fun? Date: 3 Jan 97 10:24:57 -0700 Organization: Malaspina University-College Lines: 9 Distribution: world Message-ID: <1997Jan3.102457@malad1.mala.bc.ca> NNTP-Posting-Host: malad1.mala.bc.ca Keywords: clean sweep Hi there, I recently bought "Clean Sweep" and "Hyperchase" in a web auction and am awaiting them in the mail. I gather from recent posts that "Hyperchase" isn't that good. What is the scoop on "Clean Sweep"? Is it better? thanks! ..... fred + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!news-out.microserve.net!news-in.microserve.net!mr.net!newshub.tc.umn.edu!mayonews.mayo.edu!news From: ray@mayo.edu (Ray Ghanbari) Newsgroups: rec.games.vectrex Subject: Re: is Clean Sweep much fun? Date: 3 Jan 1997 20:51:38 GMT Organization: Mayo Foundation Lines: 17 Distribution: world Message-ID: <5ajrgq$q26@tribune.mayo.edu> References: <1997Jan3.102457@malad1.mala.bc.ca> Reply-To: ray@mayo.edu NNTP-Posting-Host: claudius.mayo.edu In article <1997Jan3.102457@malad1.mala.bc.ca> srsjacklin@mala.bc.ca (FRED JACKLIN, ADMISSIONS MANAGER) writes: > Hi there, > > I recently bought "Clean Sweep" and "Hyperchase" in a web auction and > am awaiting them in the mail. I gather from recent posts that "Hyperchase" > isn't that good. What is the scoop on "Clean Sweep"? Is it better? Eh game. Haven't played it all that much (on my multicart) because I keep getting sucked back into Star Castle... A remarkably good translation of the original (which I also happen to own, so I'm biased ;-) -- Ray Ghanbari Mayo Foundation ray@mayo.edu + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!su-news-hub1.bbnplanet.com!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!feed1.news.erols.com!news.enteract.com!news.he.net!viper.inow.com!news1.aplatform.com!ns4.mainstreet.net!ns2.mainstreet.net!ns2.southeast.net!users!kickass From: kickass@users.jaxnet.com (kickass) Newsgroups: rec.games.vectrex Subject: clays lunar lander Date: 4 Jan 1997 04:35:34 GMT Organization: Southeast Network Services, Inc. Lines: 10 Distribution: inet Message-ID: <5akmmm$67d@ns2.southeast.net> NNTP-Posting-Host: users.southeast.net X-Newsreader: TIN [version 1.2 PL2] Does this exist in cartridge form anywhere, and if so, how do you get it? Can I have Sean Kelly add it to my Multi Cart (Does he have the code for it?) Anyone play it? How is it? I loved those Lunar Lander games in the arcade... Thanks for your help. Zilla KDK + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!mr.net!news.idt.net!news.sprintlink.net!news-pen-16.sprintlink.net!news.sprintlink.net!news-pull.sprintlink.net!news.sprintlink.net!news-pen-14.sprintlink.net!nntp.sprintmail.com!news@sprintmail.com From: tccs@sprintmail.com Newsgroups: rec.games.vectrex Subject: CD-R Media for Sale Date: 4 Jan 1997 06:04:13 GMT Organization: The Copy Cat Shop Lines: 59 Distribution: inet Message-ID: <5akrst$i8i@newsfep3.sprintmail.com> NNTP-Posting-Host: sdn-ts-001calangp01.dialsprint.net We have the following CD-R media for sale. Brand: Pioneer Type: Printable Media (Surface is blank for printing or labels) Size: 74 min (650 mb) Price: 6.99 Minimum Order: 10 Brand: Pioneer Type: Gold on Green Size: 74 min (650 mb) Price: 6.55 Minimum Order: 10 Brand: Maxell Type: Gold on Gold Size: 74 min (650 mb) Price: 6.55 Minimum Order: 10 Brand: TDK Type: Gold on Gold Size: 74 min (650 mb) Price: 6.55 Minimum Order: 10 Brand: Hewlett Packard Type Gold on Gold Size: 74 min (650 mb) Price: 7.15 Minimum Order: 10 Lifetime Warranty The Copy Cat Shop has all your CD duplication, replication, recorders, software, and media needs. If you have any questions or comments feel free to call. Cordially, The Copy Cat Shop 213-650-1680 213-650-9110 Fax + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!howland.erols.net!worldnet.att.net!newsadm From: "C.E. Forman" Newsgroups: rec.games.vectrex Subject: Re: is Clean Sweep much fun? Date: 4 Jan 1997 17:33:01 GMT Organization: BranMuffin World Conglomerate Lines: 16 Distribution: inet Message-ID: <5am48d$jrs@mtinsc01-mgt.ops.worldnet.att.net> References: <1997Jan3.102457@malad1.mala.bc.ca> NNTP-Posting-Host: 207.146.132.18 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 1.22ATT (Windows; U; 16bit) >I recently bought "Clean Sweep" and "Hyperchase" in a web auction and >am awaiting them in the mail. I gather from recent posts that >"Hyperchase" isn't that good. What is the scoop on "Clean Sweep"? >Is it better? I've had a lot of fun with Clean Sweep. Basically it's Pac-Man for the Vectrex, with one or two unique twists. If you like maze-chase games, you should enjoy it. -- C.E. Forman ceforman@worldnet.att.net Author of "Delusions", the 3rd place winner in the 1996 I-F Competition!! Now @ ftp://ftp.gmd.de/if-archive/games/competition96/delusns/DELUSION.Z5 Read "XYZZYnews" @ http://www.interport.net/~eileen/design/xyzzynews.html Ye Olde Infocomme Shoppe http://netnow.micron.net/~jgoemmer/infoshop.html + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!news.sprintlink.net!news-peer.sprintlink.net!uunet!in2.uu.net!204.245.3.50!news.primenet.com!krishna From: Glenn Saunders Newsgroups: rec.games.vectrex Subject: Re: Vectrex out of patent? Date: 4 Jan 1997 11:58:03 -0700 Organization: Primenet (602)416-7000 Lines: 8 Distribution: inet Message-ID: <5am97r$hir@nnrp1.news.primenet.com> References: <592t42$dpd@janus.cqu.edu.au> <5a4rdp$pig@nnrp1.news.primenet.com> <5ah604$1at@nnrp1.news.primenet.com> <5ah959$7m0@nnrp1.news.primenet.com> X-Posted-By: krishna@206.165.5.103 (krishna) The mortal Nick S Bensema wrote: : Perhaps we borrow the idea of the Atari 7800, to make a console that will : not only play games from the old system, but has the option to use all new : hardware. These days that would be the software emulator, if you have the money to spend on a fast enough PC. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!su-news-hub1.bbnplanet.com!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!worldnet.att.net!news.u.washington.edu!saul7.u.washington.edu!howald From: William Howald Newsgroups: rec.games.vectrex Subject: Re: is Clean Sweep much fun? Date: Sat, 4 Jan 1997 22:17:38 -0800 Organization: University of Washington Lines: 29 Distribution: inet Message-ID: References: <1997Jan3.102457@malad1.mala.bc.ca> <5am48d$jrs@mtinsc01-mgt.ops.worldnet.att.net> NNTP-Posting-Host: saul7.u.washington.edu Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII NNTP-Posting-User: howald To: "C.E. Forman" In-Reply-To: <5am48d$jrs@mtinsc01-mgt.ops.worldnet.att.net> On 4 Jan 1997, C.E. Forman wrote: > >I recently bought "Clean Sweep" and "Hyperchase" in a web auction and > >am awaiting them in the mail. I gather from recent posts that >"Hyperchase" isn't that good. What is the scoop on "Clean Sweep"? > >Is it better? > > I've had a lot of fun with Clean Sweep. Basically it's Pac-Man for > the Vectrex, with one or two unique twists. If you like maze-chase > games, you should enjoy it. As a bounus, you can wire up a standard atari 2600 joystick to control the vacum, after swapping some connections inside (makes it easier to play,at least for me-level 8 pretty easy to get to with this) The plug WILL have to be cut down with a knife to fit in the Vec though... TTFN! Aaron Howald > > -- > C.E. Forman ceforman@worldnet.att.net > Author of "Delusions", the 3rd place winner in the 1996 I-F Competition!! > Now @ ftp://ftp.gmd.de/if-archive/games/competition96/delusns/DELUSION.Z5 > Read "XYZZYnews" @ http://www.interport.net/~eileen/design/xyzzynews.html > Ye Olde Infocomme Shoppe http://netnow.micron.net/~jgoemmer/infoshop.html > > > > + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-peer.gsl.net!news.gsl.net!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!newsfeed.internetmci.com!news.wco.com!news From: bstanton@wco.com (Bill Stanton) Newsgroups: rec.games.vectrex,rec.games.video.marketplace,rec.games.video.atari,rec.games.video.classic Subject: BILL'S SECOND AUCTION-GOING PHASE-UPDATE#14 1/5 Date: Mon, 06 Jan 1997 09:20:17 GMT Organization: West Coast Online's News Server - Not responsible for content Lines: 337 Distribution: inet Message-ID: <32d0c38d.21672196@NEWS.WCO.NET> Reply-To: bstanton@wco.com NNTP-Posting-Host: octans36.wco.com X-Newsreader: Forte Free Agent 1.1/32.230 Xref: csus.edu rec.games.vectrex:6189 rec.games.video.marketplace:101118 rec.games.video.atari:96360 rec.games.video.classic:69607 **BILL'S SJECOND AUCTION!!!** 12/21/96 - 12/27/96 ----------------------------------------------- (2600-5200-7800-Vectrex-INTV-NES-Magnavox-C=64- Turbo Duo-Odyssey-Fairchild-GameBoy-Saturn-3DO) ---See Terms & Agreements at end of document--- ----------------------------------------------- NEWS ITEM BULLETINS 1/1: Some people are sending me email asking if the auction is done... IT'S NOT! As long as there are items left with current bids on them of ONCE or TWICE, they are still available for bidding..! Congrats to everyone who have won items, I will be sending out shipping prices and subtotals soon. 1/2: The auction is almost over, only a couple of items remain (you stubborn bidders! heh). I HAVE MOVED ALL SOLD ITEMS TO THE END OF THE AUCTION LISTING! Also, I apologize for not getting more updates out the last couple of days, been busy and feeling under the weather. -Bill 1/4: BEEN HAVING ISP problems, please excuse the lack of updating yesterday!!! My mail keeps bouncing! ARGH! Hope this gets thru- ----------------------------------------------- CONTENTS: SECTION I - Systems SECTION II - Carts (NO MIN. BIDS) SECTION III - Handhelds (NO MIN. BIDS) SECTION IV - Miscellaneous NEW SECTION - SOLD ITEMS ************************************************ SECTION I - Systems ************************************************ S3). Vectrex -$90-C.E. Forman*TWICE* (works/tested, w/ 1 controller, no carts) S6). Atari 5200 Boxed (4-p)$50 -cougar*TWICE* (works/tested, complete w/ all docs, 100% working controllers, switchbox, etc. & Super Breakout in SEALED box) S7). Atari 7800 Boxed System -$45-Ray*TWICE* (tested, complete w/ Dig Dug, Pole Position & Galaga, carts only) S17). Atari 1200XL -$8-Rodolfo *TWICE* (tested, no power supply) ************************************************ SECTION II - Carts (NO MIN. BIDS) ************************************************ *** Intellivision C47). Q*Bert -$3-Dan*TWICE* C49). Burgertime -$2-Rhino*TWICE* *** Odyssey II C24). Showdown in 2100 AD -$5-Ray*TWICE* ************************************************ SECTION IV - Miscellaneous ************************************************ M14). SNES Developer Cards (2) -$36-TThomp4040*once* (5 EPROM sockets on each card, unknown games, one has 2 EPROMS, the other 1. these are basically like carts) ************************************************ ************************************************ ************************************************ ************************************************ ************************************************ ***S O L D I T E M S************************* ************************************************ ************************************************ ************************************************ SECTION I - Systems ************************************************ S1). Atari 2600 Bundle 1 $12-Ray*SOLD!!* (4 switch, ultra-clean, works/tested, includes Combat & Star Raiders carts w/ Star Raiders overlay, multi-keypad & 2 working joysticks) S2). Odyssey II $22-Ray*SOLD!!* (works/tested, w/ 2 controllers, no power supply - uses any Sega p/s) S11). Nintendo NES -$16-Jon Kruse *SOLD!!* (2 controllers, Zapper, RF, no p/supply) S5). NEC Turbo Duo -$80-Ryu *SOLD!!* (works/tested, needs video cables, no CD's) S4). Fairchild Channel F -$45-cougar*SOLD!!* (works/tested, w/ 2 controllers NO CARTS System II version by Zircon) S9). Intellivision -$16-Dave R*SOLD!!* (tested) S10). Intellivision -$22-Ken*SOLD!!* (tested, w/ Intellivoice module) S12). Commodore 64 -$10-Mike*SOLD!!* (tested, w/ power supply) S13). Nintendo NES -$20-Mr. Dynamo*SOLD!!* (tested, 2 controllers, RF, p/supply & gun) S14). Sega Saturn -$85-Freeman *SOLD!!* (tested, modified for US/Jap swap, removed CD cover door, 2 controllers) S15). 3DO Testing Station -$85-Rikard *SOLD!!* (tested, dev system, w/ testing joypad, has toggle switch for test purposes) S16). Atari 400 -$9-Hugues *SOLD!!* (tested, no power supply) S18). Atari 130XE -$5-James *SOLD!!* (broken keyboard (bad trace on keyboard circuit), no power supply) ************************************************ SECTION III - Handhelds (NO MIN. BIDS) ************************************************ HH1). Soccer -$3-Meatyard*SOLD!!* (Mattel, LED, tested, power switch is a little touchy, but game works fine) HH2). Jurassic Park -$1-Rikard*SOLD!!* (Tiger, LCD) HH3). Safebuster $15-Jeffrey*SOLD!!* (Nintendo G&W, LCD 2-screen) HH4). Soccer -$2-cougar*SOLD!!* (Mattel, LED, tested but no battery cover) HH5). Cosmic Clash *REMOVED* (Tomy, Lights) HH7). Simon -$8-Ray *SOLD!!* (MB, lights, more of a tabletop really) HH8). Tennis $2-Rikard*SOLD!!* (Tomytronics, VFD) HH10). Galaxian -$8-Rikard *SOLD!!* (Coleco, VFD, BROKEN - circuit board cracked, good for parts or if you can work miracles with solder!) ************************************************ SECTION II - Carts (NO MIN. BIDS) ************************************************ -->BID ON EACH CART INDIVIDUALLY!<-- *** Fairchild Channel F Assortment 1 (these carts are w/ box and instructions) C1). Cart #3 -$4-DisKountrs*SOLD!!* (Blackjack) C2). Cart #6 -$4-DisKountrs*SOLD!!* (Addition, Subtraction) C3). Cart #7 -$4-DisKountrs*SOLD!!* (Multip, Div.) C4). Cart #9 -$4-DisKountrs*SOLD!!* (Drag Strip) C5). Cart #12 -$4-DisKountrs*SOLD!!* (Baseball) C6). Cart #15 $7-Rikard*SOLD!!* (Memory Match 1 & 2) *** Fairchild Channel F Assortment 2 (these carts are WITHOUT boxes or instructions) C7). Cart #1 -$1-DisKountrs*SOLD!!* (Tic-Tac-Toe, Shooting Gallery, Doodle, Quadra-Doodle) C8). Cart #1 -$3-DisKountrs*SOLD!!* (same as above but different label, larger '#1' w/ picture icons) C9). Cart #2 -$3-DisKountrs*SOLD!!* (Desert Fox, Shooting Gallery) C10). Cart #3 -$1-DisKountrs*SOLD!!* (Video Blackjack) C11). Cart #4 -$1-DisKountrs*SOLD!!* (Spitfire) C12). Cart #12 -$3-DisKountrs*SOLD!!* (Baseball) *** Atari 2600 C13). Donkey Kong (Coleco) -$1-cougar*SOLD!!* C14). Frogger (Parker Brothers) -$2-Ray*SOLD!!* C50). Outlaw (boxed) -$2-cougar *SOLD!!* C51). Homerun (boxed) -$1-cougar *SOLD!!* *** Intellivision C40). Bomb Squad (uses Intellivoice) -$1-Jon*SOLD!!* C15). Space Battle (Mattel) -$2-Dave R*SOLD!!* C16). Skiing (Mattel, in box w/manual)-$1-Gary*SOLD!!* C17). Poker & Blackjack (Mattel, in box)-$1-Gary*SOLD!!* C41). Space Battle-$2-Dave R*SOLD!!* C42). Tennis-$1-Gary*SOLD!!* C43). Astrosmash-$2-Dave R*SOLD!!* C44). Black Jack-$1-Gary*SOLD!!* C45). NBA Basketball-$1-Gary*SOLD!!* C46). Horse Racing-$1-Gary*SOLD!!* C48). NFL Football-$1-Gary*SOLD!!* *** Atari 8-bit Computers C18). Centipede (Atari) -$2-cougar*SOLD!!* C19). Touch Typing -$2-Rodolfo*SOLD!!* (Atari, cassette) *** Odyssey II C20). Pick Axe Pete -$4-Jon*SOLD!!* C21). Cosmic Conflict -$4-Jon*SOLD!!* C22). Alien Invaders Plus -$1-Jon*SOLD!!* C37). Out of This World/Helicopter Rescue-$1-Jon*SOLD!!* C31). K.C. Munchkin -$1-Jon*SOLD!!* C26). War of Nerves -$1-Jon*SOLD!!* C27). Monkeyshines! -$3-Jon*SOLD!!* C28). Quest for the Rings (Gold Label)-$3-Jon*SOLD!!* C29). Invaders From Hyperspace -$1.50-Jon*SOLD!!* C30). Computer Golf-.50-Ray*SOLD!!* C25). Baseball!-.50-Ray*SOLD!!* C32). Thunderball--$1.50-Jon*SOLD!!* C33). Football-.50-Ray*SOLD!!* C34). Blockout/Breakdown--$1.50-Jon*SOLD!!* C35). Bowling/Basketball-.50-Ray*SOLD!!* C36). Sub Chase/Armored Encounter--$1.50-Jon*SOLD!!* C23). Electronic Table Soccer--$1.50-Jon*SOLD!!* C38). Speedway/Spin-out/Crypto Logic-.50-Ray*SOLD!!* ************************************************ SECTION IV - Miscellaneous ************************************************ M1). Super Wildcard -$50-Victoria*SOLD!!* (SNES cart copier, 24megabit, parallel PC port built-in, no p/supply -uses 9v) M2). Vectrex controller -$20-Sean*SOLD!!* (Works fine) M3). 3DO control pad -$6-DisKountrs*SOLD!!* (Tested) M7a). Atari Joysticks Set #1 -$5-Mike*SOLD!!* (2, both tested) M7b). Atari Joysticks Set #2 -$3-PatMan*SOLD!!* (2, both tested) M8a). Atari Paddles Set#1 -$3-Ray*SOLD!!* (1 pair, tested) M8b). Atari Paddles Set#1 -$3-PatMan*SOLD!!* (1 pair, tested) M11). Commodore 1541 -$15-Mike*SOLD!!* (Disk Drive with power cord, tested) M12). Commodore 1571 -$12-Mike*SOLD!!* (Disk Drive with power cord, untested) ************************************************ TERMS AND AGREEMENTS FOR ALL BIDDERS ************************************************ 1). ALL BIDS ARE FINAL - If you make a bid, it is final. Do not bid on any item you don't intend to buy! 2). PAYMENT FOR WINNING BIDS - Will be in $US MONEY ORDERS or CASHIERS CHECK only. No checks and I don't advise you send cash in the mail. In the event of a winning bid, you send me the MO and your address and I will send you the item(s). Make MO/CC's out to: Bill Stanton ~~~~~~~~~~~~ 3). TRADES - If you have something you want to offer instead of cash, try me. Just don't refuse to pay in cash if I refuse your trade offer. Any item in the auction is subject to private trade, but I will notify any bidders on that item in the event someone offers me a lucrative trade. 4). SHIPPING COSTS - I make no guarantee that my estimate of shipping costs are totally accurate. I simply make an estimate. 5). BIDDING CRITERIA - Please follow the min. bid increments as follows: $0-9 = $1 $10-19 = $2 $20-up = $5 6). WINNING BIDS - Do send in your payment within 5 days of my emailing you the final amount (shipping plus items). I am *still* waiting for some people to pay me from my last auction (which ended in November)! 7). REMOVAL - Since some of these items aren't mine, we reserve the right to remove any items from the auction at any time. 8). AUCTION DURATION - We're going to run this auction from 12/21/96 until 12/27/96 when it will enter the going phase. This phase will go ONCE, TWICE, GONE. Daily. Hopefully, it won't drag out too long. The auction will formally conclude when all items either have winning bids or have been removed. ************************************************ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Message-ID: <32D0D4E8.7435@total.net> Date: Mon, 06 Jan 1997 05:33:12 -0500 From: pmmulti@total.net X-Mailer: Mozilla 3.01Gold (Win95; I) MIME-Version: 1.0 Newsgroups: rec.games.vectrex Subject: Vectrex Auction+++ Content-Type: text/plain; charset=us-ascii; name="Vectrex.txt" Content-Transfer-Encoding: 7bit Content-Disposition: inline; filename="Vectrex.txt" NNTP-Posting-Host: ppp-0121.mtl.total.net Organization: TotalNet Inc. Lines: 31 Path: csus.edu!csulb.edu!news.sgi.com!howland.erols.net!feed1.news.erols.com!news.bconnex.net!clicnet!news.clic.net!rcogate.rco.qc.ca!news.total.net!ppp-0121.mtl.total.net In VERY MINT condition VECTREX complete system in is box with 12 games with their boxes,color sheets and instructions also in perfect condition: Here is the list of the 12 games: -armor attack -berzerk -clean sweep -cosmic chasm -hyper chase -rip off -scramble -solar quest -spin ball -star hawk -star trek -webwars Minimum bid= 180$ --------------------------------------------------------------------- -E-Mail your bids to:pmmulti@total.net -This auction will be closed when I stop receiving bids -Bid increments are 10$ and more -I can remove this article at any time -They will be updates every day -Payment by U.S. money order or certified check in advance -Shipping is 20$ from Canada to USA,in Canada 15$ Thank you + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!howland.erols.net!feed1.news.erols.com!news-xfer.netaxs.com!news.fast.net!uunet!in3.uu.net!192.207.105.50!prodigy.com!johnsmith From: Ones-And-Zeros@prodigy.net Newsgroups: rec.games.vectrex Subject: ! MASS POST Was Here! (DjKXpF) Date: Mon, 06 Jan 97 12:19:56 GMT Organization: Mass Post Lines: 6 Distribution: inet Message-ID: <5aqqme$34si@usenet1y.prodigy.net> NNTP-Posting-Host: port5.nyc3.prodigy.net X-Newsreader: News Xpress 2.0 Beta #2 MASS POST--the program by Ones and Zeros--has been used to send this message to thousands of newsgroups. (DjKXpF) + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!news.sprintlink.net!news-peer.sprintlink.net!uunet!in1.uu.net!205.229.114.11!dogbert.supra.com!v-wins-1-100.supra.com!user From: clay@supra.com (Clay Cowgill) Newsgroups: rec.games.vectrex Subject: Re: clays lunar lander Date: Mon, 06 Jan 1997 14:42:32 -0800 Organization: Diamond Multimedia, Communications Division Lines: 33 Distribution: inet Message-ID: References: <5akmmm$67d@ns2.southeast.net> NNTP-Posting-Host: v-wins-1-100.supra.com In article <5akmmm$67d@ns2.southeast.net>, kickass@users.jaxnet.com (kickass) wrote: > Does this exist in cartridge form anywhere, and if so, how do you get it? > Can I have Sean Kelly add it to my Multi Cart (Does he have the code for > it?) Anyone play it? How is it? I loved those Lunar Lander games in the > arcade... > > Thanks for your help. Howdy. That would be me. ;-) I got distracted from finishing Moon Lander (as I named it) because I came up with a really cool "zoom in" effect for the landscape that looks too good to pass up, but unfortunately screws up my collision detection completely! :-( If there's interest I'll go ahead and finish it without the zoom for a "1.0" release. There's really not much left to do. Just add scoring and some sound stuff. Fix some timing issues... Should I finish it? -Clay (the work so far is at: www.wwwpro.com/clay/Vectrex.html ) Clayton N. Cowgill Engineering Manager _____________________________________________________________________ /\ Diamond Multimedia Systems, Inc. clay@supra.com \/ Communications Division http://www.supra.com/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!usenet.uchc.edu!pppd.uchc.edu!user From: carrano@sun.uchc.edu (Frank Carrano) Newsgroups: rec.games.vectrex,rec.games.video.classic,rec.games.video.marketplace Subject: FS: Vectrex system Date: 7 Jan 1997 05:52:40 GMT Organization: Univ of CT Health Center Lines: 20 Distribution: inet Message-ID: NNTP-Posting-Host: pppd.uchc.edu X-Newsreader: Yet Another NewsWatcher 2.1.2 Xref: csus.edu rec.games.vectrex:6195 rec.games.video.classic:69684 rec.games.video.marketplace:101303 I have one Vectrex system in perfect condition, with one controller, also in perfect condition. Comes with Minesweeper (built-in), no overlay, sorry! Selling for $125 plus shipping. Email questions/offers to carrano@sun.uchc thanks! -- See ya, Thor T. Thor (the Thorty-Thord) carrano@sun.uchc.edu ---------------------------- "J.F.K.--The Man and the Airport" -- Suggested book title + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!news.sprintlink.net!news-peer.sprintlink.net!uunet!in3.uu.net!206.117.26.202!news.leonardo.net!news.cyberport.com!usenet From: cmoore@cyberport.com (cm) Newsgroups: rec.games.vectrex Subject: Re: clays lunar lander ...Please Finish it. Date: 7 Jan 1997 06:16:25 GMT Organization: CyberPort Station Lines: 35 Distribution: inet Message-ID: <5aspnp$1v0@macaw.cyberport.com> References: <5akmmm$67d@ns2.southeast.net> NNTP-Posting-Host: pm146-75.cyberport.com Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Newsreader: WinVN 0.99.6 I vote you finish it, as ver 1.0 then keep working on that zoom effect to make a GRAVITAR game !! What you have so far is sure nice. and we really need these games. In article , clay@supra.com says... > >Howdy. That would be me. ;-) I got distracted from finishing Moon Lander (as I named it) because I came up with a really cool "zoom in" effect for the landscape that looks too good to pass up, but unfortunately screws up my collision detection completely! :-( If there's interest I'll go ahead and finish it without the zoom for a "1.0" release. There's really not much left to do. Just add scoring and some sound stuff. Fix some timing issues... Should I finish it? -Clay (the work so far is at: www.wwwpro.com/clay/Vectrex.html ) Clayton N. Cowgill Engineering Manager + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Message-ID: <32D28309.5901@jetlink.net> Date: Tue, 07 Jan 1997 09:08:25 -0800 From: Chris Romero Reply-To: cromero@jetlink.net Organization: cromero@jetlink.net X-Mailer: Mozilla 3.0 (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.vectrex,rec.games.video.classic,rec.games.video.marketplace, Subject: WTB: Clear Case Lightpen Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit NNTP-Posting-Host: cromero3.jetlink.net Lines: 17 Path: csus.edu!csulb.edu!news.sgi.com!news.sprintlink.net!news-peer.sprintlink.net!news.sprintlink.net!news-pull.sprintlink.net!news.sprintlink.net!news-stk-11.sprintlink.net!news.jetlink.net!cromero3.jetlink.net Xref: csus.edu rec.games.vectrex:6201 rec.games.video.classic:69719 rec.games.video.marketplace:101362 IF you have one of these Clear Case Lightpens, I would be interested in buying it. These items were mostly sent out to the stores as working display demo items. -- Chris ___________________________ cromero@jetlink.net cromero@anacapa.net chromer@ibm.net chris.romero@comsat.com archonbbs@aol.com ___________________________ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Message-ID: <32D281A3.477D@jetlink.net> Date: Tue, 07 Jan 1997 09:02:27 -0800 From: Chris Romero Reply-To: cromero@jetlink.net Organization: cromero@jetlink.net X-Mailer: Mozilla 3.0 (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.vectrex,rec.games.video.classic,rec.games.video.marketplace,rec.games.video.atari Subject: WTB: Vectrex Cover Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit NNTP-Posting-Host: cromero3.jetlink.net Lines: 18 Path: csus.edu!newshub.csu.net!www.nntp.primenet.com!nntp.primenet.com!howland.erols.net!news.sprintlink.net!news-peer.sprintlink.net!news.sprintlink.net!news-pull.sprintlink.net!news.sprintlink.net!news-stk-11.sprintlink.net!news.jetlink.net!cromero3.jetlink.net Xref: csus.edu rec.games.vectrex:6202 rec.games.video.classic:69720 rec.games.video.marketplace:101363 rec.games.video.atari:96433 I would like to buy one of the Vectrex system covers (bags). The better the condition, the better for me. Price is a consideration but I am not stingy is the item is in excellent condition. Send me your offers. Maybe I can help pay off some of your Christmas bills. :-) -- Chris ___________________________ cromero@jetlink.net cromero@anacapa.net chromer@ibm.net archonbbs@aol.com ___________________________ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Message-ID: <32D28266.60C5@jetlink.net> Date: Tue, 07 Jan 1997 09:05:42 -0800 From: Chris Romero Reply-To: cromero@jetlink.net Organization: cromero@jetlink.net X-Mailer: Mozilla 3.0 (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.vectrex,rec.games.video.classic,rec.games.video.marketplace,rec.games.video.atari CC: jlhill@ix.netcom.com Subject: WTB: Mr. Boston promotional cartridge Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit NNTP-Posting-Host: cromero3.jetlink.net Lines: 15 Path: csus.edu!csulb.edu!news.sgi.com!news.sprintlink.net!news-peer.sprintlink.net!news.sprintlink.net!news-pull.sprintlink.net!news.sprintlink.net!news-stk-11.sprintlink.net!news.jetlink.net!cromero3.jetlink.net Xref: csus.edu rec.games.vectrex:6203 rec.games.video.classic:69721 rec.games.video.marketplace:101364 rec.games.video.atari:96434 If you have one of these items I would like to buy it. For those Vectrex traders out there I have an Interesting Vectrex item you would like. -- Chris ___________________________ cromero@jetlink.net cromero@anacapa.net chromer@ibm.net archonbbs@aol.com ___________________________ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Message-ID: <32D283B2.643@jetlink.net> Date: Tue, 07 Jan 1997 09:11:14 -0800 From: Chris Romero Reply-To: cromero@jetlink.net Organization: cromero@jetlink.net X-Mailer: Mozilla 3.0 (Win95; U) MIME-Version: 1.0 Newsgroups: rec.games.vectrex CC: clay@supra.com Subject: Re: clays lunar lander References: <5akmmm$67d@ns2.southeast.net> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit NNTP-Posting-Host: cromero3.jetlink.net Lines: 57 Path: csus.edu!csulb.edu!news.sgi.com!howland.erols.net!news.sprintlink.net!news-peer.sprintlink.net!news.sprintlink.net!news-pull.sprintlink.net!news.sprintlink.net!news-stk-11.sprintlink.net!news.jetlink.net!cromero3.jetlink.net Clay, I will support your finishing the item. Anything I can do to help? Large pizza? Six pack o' Jolt cola? :-) Would like to see another Vectrex game out there. Chris Clay Cowgill wrote: > > In article <5akmmm$67d@ns2.southeast.net>, kickass@users.jaxnet.com > (kickass) wrote: > > > Does this exist in cartridge form anywhere, and if so, how do you get it? > > Can I have Sean Kelly add it to my Multi Cart (Does he have the code for > > it?) Anyone play it? How is it? I loved those Lunar Lander games in the > > arcade... > > > > Thanks for your help. > > Howdy. > > That would be me. ;-) > > I got distracted from finishing Moon Lander (as I named it) because I came > up with a really cool "zoom in" effect for the landscape that looks too > good to pass up, but unfortunately screws up my collision detection > completely! :-( > > If there's interest I'll go ahead and finish it without the zoom for a > "1.0" release. There's really not much left to do. Just add scoring and > some sound stuff. Fix some timing issues... > > Should I finish it? > > -Clay > > (the work so far is at: www.wwwpro.com/clay/Vectrex.html ) > > Clayton N. Cowgill Engineering Manager > _____________________________________________________________________ > /\ Diamond Multimedia Systems, Inc. clay@supra.com > \/ Communications Division http://www.supra.com/ -- Chris ___________________________ cromero@jetlink.net cromero@anacapa.net chromer@ibm.net chris.romero@comsat.com archonbbs@aol.com ___________________________ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!news.sprintlink.net!news-peer.sprintlink.net!howland.erols.net!newsfeed.internetmci.com!masternews.telia.net!newssrv.ita.tip.net!ubnsrv.unisource.ch!scsing.switch.ch!rzunews.unizh.ch!studirs1.unizh.ch!swagner From: swagner@studi1.unizh.ch (Simon Wagner) Newsgroups: rec.games.vectrex Subject: ??Multi-Carts?? Date: 7 Jan 1997 17:13:29 GMT Organization: University of Zurich, Switzerland Lines: 16 Distribution: inet Message-ID: <5au07p$si8@rzunews.unizh.ch> NNTP-Posting-Host: studirs1.unizh.ch X-Newsreader: TIN [version 1.2 PL2] Hmmm.. about multi-cart... are they any good? what's on them? as I understand, there are sean kelly's... and gregg woodcock promised to do some in the 4.0 faq... who's is really the best, which ones are avaliable, and where... and where can I get overlays for some of the games? cu simon ahh.. before I forget... is anyone selling joysticks on the net?? I would like to have two more original veccie joys.. -- Practice safe computing - Wear a write protect tab! + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news.uoregon.edu!tezcat!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!uunet!in2.uu.net!205.229.114.11!dogbert.supra.com!v-wins-1-100.supra.com!user From: clay@supra.com (Clay Cowgill) Newsgroups: rec.games.vectrex Subject: Moon Lander info Date: Tue, 07 Jan 1997 11:45:52 -0800 Organization: Diamond Multimedia, Communications Division Lines: 54 Distribution: inet Message-ID: References: <5akmmm$67d@ns2.southeast.net> <5aspnp$1v0@macaw.cyberport.com> NNTP-Posting-Host: v-wins-1-100.supra.com Alright, it looks like there's interest, so I dusted off the 6809 assembler and jumped back into Moon Lander last night. I got about 4 hours of work in on it. (The first hour was trying to remember 6809 assembler, and the second hour was spent commenting the code and trying to remember how in the hell it worked... The second two hours were productive... ;-) I added: * some game infrastructure for advancing levels, starting games, etc. * crash animation (looks cool on the emulator, haven't tried on a real Vectrex yet.) * eye candy (little blinking landing lights on the lander, thrust cone pulses brightness. Important stuff. Kinda hard to see in emulator... ;-) * Loosened up the landing requirements. (You can be two "clicks" off vertical and still land, also your x and y velocities can be higher now without dying.) * You get 0x20 (hex) extra units of fuel when you finish a level * When you finish a level you advance to the next one * A crash ends the game * You start with 0xFF (hex) units of fuel (255) I've kinda written off the terrain "zoom" feature until a later project (Gravitar! :-) so I'm just going to try to make this a fun little "lander" type game and not a clone of the Atari arcade game. I'm going to add some bad guys that come after you at higher levels, some more playfield hazards, some "power up" type things (stronger engines, fuel bonus, etc.), wind. Once those are in it's just a matter of sprucing it up, adding scoring, adding animation and intro sequences, fun stuff... I also have one other trick up my sleve for something kinda cool, but I think it'll only work on a real Vectrex... You can see the latest beta with the emulator (or burn a ROM) from the images at: http://www.wwwpro.com/clay/Vectrex.html (just grab the "MOON1.BIN" binary and run with the emulator as: "vectrex moon1.bin") Oh, I think I'll go ahead and make a run of PCB's for making vectrex cartridges too, so if anyone wants a cartridge I can make them. I'll give it to Sean when I'm done for the Multi-carts too... -Clay P.S. Source code is at about 1500 lines now including all data tables! Not too bad at all... Clayton N. Cowgill Engineering Manager _____________________________________________________________________ /\ Diamond Multimedia Systems, Inc. clay@supra.com \/ Communications Division http://www.supra.com/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!worldnet.att.net!newsadm From: "C.E. Forman" Newsgroups: rec.games.vectrex Subject: Re: ??Multi-Carts?? Date: 7 Jan 1997 21:15:19 GMT Organization: BranMuffin World Conglomerate Lines: 21 Distribution: inet Message-ID: <5aued7$kc@mtinsc01-mgt.ops.worldnet.att.net> References: <5au07p$si8@rzunews.unizh.ch> NNTP-Posting-Host: 207.146.165.55 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 1.22ATT (Windows; U; 16bit) To: swagner@studi1.unizh.ch swagner@studi1.unizh.ch (Simon Wagner) wrote: >Hmmm.. about multi-cart... >are they any good? what's on them? >who's is really the best, which ones are avaliable, and where... >and where can I get overlays for some of the games? I have Sean Kelly's, and it's great. Haven't compared it to the others, though. Kelly's has every released game except AnimAction (because it requires an extra 2K RAM that wouldn't fit in a regular casing), plus some new games that industrious programmers have constructed. -- C.E. Forman ceforman@worldnet.att.net Author of "Delusions", the 3rd place winner in the 1996 I-F Competition!! Now @ ftp://ftp.gmd.de/if-archive/games/competition96/delusns/DELUSION.Z5 Read "XYZZYnews" @ http://www.interport.net/~eileen/design/xyzzynews.html Ye Olde Infocomme Shoppe http://netnow.micron.net/~jgoemmer/infoshop.html + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!enews.sgi.com!news.sgi.com!news.msfc.nasa.gov!bcm.tmc.edu!newsfeed.rice.edu!rice!usenet From: SPIKE the Percussionist Newsgroups: rec.games.vectrex Subject: Re: Moon Lander info Date: Tue, 07 Jan 1997 18:18:34 +0000 Organization: Rice University, Houston, Texas Lines: 26 Distribution: inet Message-ID: <32D29364.6A2B@es.rice.edu> References: <5akmmm$67d@ns2.southeast.net> <5aspnp$1v0@macaw.cyberport.com> NNTP-Posting-Host: speyek.bioc.rice.edu Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0 (Macintosh; I; PPC) Clay Cowgill wrote: > > Alright, it looks like there's interest, so I dusted off the 6809 > assembler and jumped back into Moon Lander last night. I got about 4 > hours of work in on it. (The first hour was trying to remember 6809 > assembler, and the second hour was spent commenting the code and trying to > remember how in the hell it worked... The second two hours were > productive... ;-) > wow!!!!!! now maybe we can bug you crazy programmers into a tempest for the vectrex. maybe call it Vempest! ;) -- SPIKE the Percussionist ++++++++++++++++++++++++++++++++++++++++++ + http://es.rice.edu/~speyek/SPIKE.HTML + ++++++++++++++++++++++++++++++++++++++++++ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!uunet!in1.uu.net!199.171.27.2!gti.gti.net!usenet From: Michael Markowski Newsgroups: rec.games.vectrex Subject: Re: clays lunar lander ...Please Finish it. Date: Tue, 07 Jan 1997 23:07:15 -0800 Organization: GTI GlobalNet Lines: 16 Distribution: inet Message-ID: <32D347A3.62C6@gti.net> References: <5akmmm$67d@ns2.southeast.net> <5aspnp$1v0@macaw.cyberport.com> Reply-To: spudman@gti.net NNTP-Posting-Host: morr03-nj-10.gti.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0 (Win95; U; 16bit) cm wrote: > > I vote you finish it, as ver 1.0 > > then keep working on that zoom effect to make a GRAVITAR game !! > What you have so far is sure nice. and we really need these games. > > In article , I vote for finishing it. I also vote on the gravitar idea. I would love to see anything new pop up on the vectrex! One game idea I would really like to see is either a quantum type game or a major havok type game. Well anyway keep up the good work for all of you who are programming the vectrex! -Mike + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!newsfeed.internetmci.com!btnet!netcom.net.uk!dispatch.news.demon.net!demon!merp.demon.co.uk!not-for-mail From: julie@merp.demon.co.uk (Julie Brandon) Newsgroups: rec.games.vectrex Subject: Re: clays lunar lander Date: Wed, 08 Jan 1997 04:05:38 GMT Lines: 32 Message-ID: <32d7f5e6.8837458@news.demon.co.uk> References: <5akmmm$67d@ns2.southeast.net> Reply-To: julie@merp.demon.co.uk NNTP-Posting-Host: merp.demon.co.uk X-NNTP-Posting-Host: merp.demon.co.uk X-Newsreader: Forte Agent .99g/32.339 X-No-Archive: yes MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit On Mon, 06 Jan 1997 14:42:32 -0800, clay@supra.com (Clay Cowgill) wrote: >Howdy. > >That would be me. ;-) > >I got distracted from finishing Moon Lander (as I named it) because I came >up with a really cool "zoom in" effect for the landscape that looks too >good to pass up, but unfortunately screws up my collision detection >completely! :-( > >If there's interest I'll go ahead and finish it without the zoom for a >"1.0" release. There's really not much left to do. Just add scoring and >some sound stuff. Fix some timing issues... > >Should I finish it? YES! And keep going with your zoom effect, you'll sort out the problems eventually, just don't give in! *8-) Love Julie (Who kinda misses assembly language programming these days, but isn't too sure that she would still be much good at it nowadays anyway!) -- Any unsolicited commercial e-mail to this address is unauthorised and will be considered actionable under the UK Computer Misuse Act + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!uunet!in1.uu.net!204.245.3.50!news.primenet.com!krishna From: Glenn Saunders Newsgroups: rec.games.vectrex Subject: Re: Moon Lander info Date: 7 Jan 1997 21:41:03 -0700 Organization: Primenet (602)416-7000 Lines: 23 Distribution: inet Message-ID: <5av8gv$kq8@nnrp1.news.primenet.com> References: <5akmmm$67d@ns2.southeast.net> <5aspnp$1v0@macaw.cyberport.com> X-Posted-By: krishna@206.165.5.104 (krishna) The mortal Clay Cowgill wrote: : I've kinda written off the terrain "zoom" feature until a later project : (Gravitar! :-) so I'm just going to try to make this a fun little "lander" : type game and not a clone of the Atari arcade game. Please add the zoom feature eventually. Pleeez? : I'm going to add some bad guys that come after you at higher levels, some : more playfield hazards, some "power up" type things (stronger engines, : fuel bonus, etc.), wind. There is wind on the moon? Maybe you should rename it Mars Lander! That would be more appropriate (ala the bad guys) Once those are in it's just a matter of sprucing : it up, adding scoring, adding animation and intro sequences, fun stuff... : I also have one other trick up my sleve for something kinda cool, but I : think it'll only work on a real Vectrex... Remember that you have 32K to work with if you want without resorting to banking. These days there is no reason not to use it all up, even on frills. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!newsgate.cuhk.edu.hk!news.glink.net.hk!uunet!in1.uu.net!208.195.156.10!news.walltech.com!hsnx.wco.com!news.wco.com!news From: bstanton@wco.com (Bill Stanton) Newsgroups: rec.games.vectrex,rec.games.video.marketplace,rec.games.video.classic,rec.games.video.atari Subject: Bill's Second Auction Update #15 1/7 Date: Wed, 08 Jan 1997 06:32:48 GMT Organization: West Coast Online's News Server - Not responsible for content Lines: 337 Distribution: inet Message-ID: <32d33f5d.37018030@NEWS.WCO.NET> Reply-To: bstanton@wco.com NNTP-Posting-Host: volans137.wco.com X-Newsreader: Forte Free Agent 1.1/32.230 Xref: csus.edu rec.games.vectrex:6218 rec.games.video.marketplace:101472 rec.games.video.classic:69765 rec.games.video.atari:96482 **BILL'S SJECOND AUCTION!!!** 12/21/96 - 12/27/96 ----------------------------------------------- (2600-5200-7800-Vectrex-INTV-NES-Magnavox-C=64- Turbo Duo-Odyssey-Fairchild-GameBoy-Saturn-3DO) ---See Terms & Agreements at end of document--- ----------------------------------------------- NEWS ITEM BULLETINS 1/1: Some people are sending me email asking if the auction is done... IT'S NOT! As long as there are items left with current bids on them of ONCE or TWICE, they are still available for bidding..! Congrats to everyone who have won items, I will be sending out shipping prices and subtotals soon. 1/2: The auction is almost over, only a couple of items remain (you stubborn bidders! heh). I HAVE MOVED ALL SOLD ITEMS TO THE END OF THE AUCTION LISTING! Also, I apologize for not getting more updates out the last couple of days, been busy and feeling under the weather. -Bill 1/4: BEEN HAVING ISP problems, please excuse the lack of updating yesterday!!! My mail keeps bouncing! ARGH! Hope this gets thru- ----------------------------------------------- CONTENTS: SECTION I - Systems SECTION II - Carts (NO MIN. BIDS) SECTION III - Handhelds (NO MIN. BIDS) SECTION IV - Miscellaneous NEW SECTION - SOLD ITEMS ************************************************ SECTION I - Systems ************************************************ S3). Vectrex -$95-johan *once* (works/tested, w/ 1 controller, no carts) S6). Atari 5200 Boxed (4-p)$55jeffrey *once* (works/tested, complete w/ all docs, 100% working controllers, switchbox, etc. & Super Breakout in SEALED box) S7). Atari 7800 Boxed System -$55-jeffrey*once* (tested, complete w/ Dig Dug, Pole Position & Galaga, carts only) S17). Atari 1200XL -$10-achim *once* (tested, no power supply) ************************************************ SECTION II - Carts (NO MIN. BIDS) ************************************************ *** Intellivision C47). Q*Bert -$3-Dan*SOLD!!* C49). Burgertime -$2-Rhino*SOLD!!* *** Odyssey II C24). Showdown in 2100 AD -$5-Ray*SOLD!!* ************************************************ SECTION IV - Miscellaneous ************************************************ M14). SNES Developer Cards (2) -$41-kester*once* (5 EPROM sockets on each card, unknown games, one has 2 EPROMS, the other 1. these are basically like carts) ************************************************ ************************************************ ************************************************ ************************************************ ************************************************ ***S O L D I T E M S************************* ************************************************ ************************************************ ************************************************ SECTION I - Systems ************************************************ S1). Atari 2600 Bundle 1 $12-Ray*SOLD!!* (4 switch, ultra-clean, works/tested, includes Combat & Star Raiders carts w/ Star Raiders overlay, multi-keypad & 2 working joysticks) S2). Odyssey II $22-Ray*SOLD!!* (works/tested, w/ 2 controllers, no power supply - uses any Sega p/s) S11). Nintendo NES -$16-Jon Kruse *SOLD!!* (2 controllers, Zapper, RF, no p/supply) S5). NEC Turbo Duo -$80-Ryu *SOLD!!* (works/tested, needs video cables, no CD's) S4). Fairchild Channel F -$45-cougar*SOLD!!* (works/tested, w/ 2 controllers NO CARTS System II version by Zircon) S9). Intellivision -$16-Dave R*SOLD!!* (tested) S10). Intellivision -$22-Ken*SOLD!!* (tested, w/ Intellivoice module) S12). Commodore 64 -$10-Mike*SOLD!!* (tested, w/ power supply) S13). Nintendo NES -$20-Mr. Dynamo*SOLD!!* (tested, 2 controllers, RF, p/supply & gun) S14). Sega Saturn -$85-Freeman *SOLD!!* (tested, modified for US/Jap swap, removed CD cover door, 2 controllers) S15). 3DO Testing Station -$85-Rikard *SOLD!!* (tested, dev system, w/ testing joypad, has toggle switch for test purposes) S16). Atari 400 -$9-Hugues *SOLD!!* (tested, no power supply) S18). Atari 130XE -$5-James *SOLD!!* (broken keyboard (bad trace on keyboard circuit), no power supply) ************************************************ SECTION III - Handhelds (NO MIN. BIDS) ************************************************ HH1). Soccer -$3-Meatyard*SOLD!!* (Mattel, LED, tested, power switch is a little touchy, but game works fine) HH2). Jurassic Park -$1-Rikard*SOLD!!* (Tiger, LCD) HH3). Safebuster $15-Jeffrey*SOLD!!* (Nintendo G&W, LCD 2-screen) HH4). Soccer -$2-cougar*SOLD!!* (Mattel, LED, tested but no battery cover) HH5). Cosmic Clash *REMOVED* (Tomy, Lights) HH7). Simon -$8-Ray *SOLD!!* (MB, lights, more of a tabletop really) HH8). Tennis $2-Rikard*SOLD!!* (Tomytronics, VFD) HH10). Galaxian -$8-Rikard *SOLD!!* (Coleco, VFD, BROKEN - circuit board cracked, good for parts or if you can work miracles with solder!) ************************************************ SECTION II - Carts (NO MIN. BIDS) ************************************************ -->BID ON EACH CART INDIVIDUALLY!<-- *** Fairchild Channel F Assortment 1 (these carts are w/ box and instructions) C1). Cart #3 -$4-DisKountrs*SOLD!!* (Blackjack) C2). Cart #6 -$4-DisKountrs*SOLD!!* (Addition, Subtraction) C3). Cart #7 -$4-DisKountrs*SOLD!!* (Multip, Div.) C4). Cart #9 -$4-DisKountrs*SOLD!!* (Drag Strip) C5). Cart #12 -$4-DisKountrs*SOLD!!* (Baseball) C6). Cart #15 $7-Rikard*SOLD!!* (Memory Match 1 & 2) *** Fairchild Channel F Assortment 2 (these carts are WITHOUT boxes or instructions) C7). Cart #1 -$1-DisKountrs*SOLD!!* (Tic-Tac-Toe, Shooting Gallery, Doodle, Quadra-Doodle) C8). Cart #1 -$3-DisKountrs*SOLD!!* (same as above but different label, larger '#1' w/ picture icons) C9). Cart #2 -$3-DisKountrs*SOLD!!* (Desert Fox, Shooting Gallery) C10). Cart #3 -$1-DisKountrs*SOLD!!* (Video Blackjack) C11). Cart #4 -$1-DisKountrs*SOLD!!* (Spitfire) C12). Cart #12 -$3-DisKountrs*SOLD!!* (Baseball) *** Atari 2600 C13). Donkey Kong (Coleco) -$1-cougar*SOLD!!* C14). Frogger (Parker Brothers) -$2-Ray*SOLD!!* C50). Outlaw (boxed) -$2-cougar *SOLD!!* C51). Homerun (boxed) -$1-cougar *SOLD!!* *** Intellivision C40). Bomb Squad (uses Intellivoice) -$1-Jon*SOLD!!* C15). Space Battle (Mattel) -$2-Dave R*SOLD!!* C16). Skiing (Mattel, in box w/manual)-$1-Gary*SOLD!!* C17). Poker & Blackjack (Mattel, in box)-$1-Gary*SOLD!!* C41). Space Battle-$2-Dave R*SOLD!!* C42). Tennis-$1-Gary*SOLD!!* C43). Astrosmash-$2-Dave R*SOLD!!* C44). Black Jack-$1-Gary*SOLD!!* C45). NBA Basketball-$1-Gary*SOLD!!* C46). Horse Racing-$1-Gary*SOLD!!* C48). NFL Football-$1-Gary*SOLD!!* *** Atari 8-bit Computers C18). Centipede (Atari) -$2-cougar*SOLD!!* C19). Touch Typing -$2-Rodolfo*SOLD!!* (Atari, cassette) *** Odyssey II C20). Pick Axe Pete -$4-Jon*SOLD!!* C21). Cosmic Conflict -$4-Jon*SOLD!!* C22). Alien Invaders Plus -$1-Jon*SOLD!!* C37). Out of This World/Helicopter Rescue-$1-Jon*SOLD!!* C31). K.C. Munchkin -$1-Jon*SOLD!!* C26). War of Nerves -$1-Jon*SOLD!!* C27). Monkeyshines! -$3-Jon*SOLD!!* C28). Quest for the Rings (Gold Label)-$3-Jon*SOLD!!* C29). Invaders From Hyperspace -$1.50-Jon*SOLD!!* C30). Computer Golf-.50-Ray*SOLD!!* C25). Baseball!-.50-Ray*SOLD!!* C32). Thunderball--$1.50-Jon*SOLD!!* C33). Football-.50-Ray*SOLD!!* C34). Blockout/Breakdown--$1.50-Jon*SOLD!!* C35). Bowling/Basketball-.50-Ray*SOLD!!* C36). Sub Chase/Armored Encounter--$1.50-Jon*SOLD!!* C23). Electronic Table Soccer--$1.50-Jon*SOLD!!* C38). Speedway/Spin-out/Crypto Logic-.50-Ray*SOLD!!* ************************************************ SECTION IV - Miscellaneous ************************************************ M1). Super Wildcard -$50-Victoria*SOLD!!* (SNES cart copier, 24megabit, parallel PC port built-in, no p/supply -uses 9v) M2). Vectrex controller -$20-Sean*SOLD!!* (Works fine) M3). 3DO control pad -$6-DisKountrs*SOLD!!* (Tested) M7a). Atari Joysticks Set #1 -$5-Mike*SOLD!!* (2, both tested) M7b). Atari Joysticks Set #2 -$3-PatMan*SOLD!!* (2, both tested) M8a). Atari Paddles Set#1 -$3-Ray*SOLD!!* (1 pair, tested) M8b). Atari Paddles Set#1 -$3-PatMan*SOLD!!* (1 pair, tested) M11). Commodore 1541 -$15-Mike*SOLD!!* (Disk Drive with power cord, tested) M12). Commodore 1571 -$12-Mike*SOLD!!* (Disk Drive with power cord, untested) ************************************************ TERMS AND AGREEMENTS FOR ALL BIDDERS ************************************************ 1). ALL BIDS ARE FINAL - If you make a bid, it is final. Do not bid on any item you don't intend to buy! 2). PAYMENT FOR WINNING BIDS - Will be in $US MONEY ORDERS or CASHIERS CHECK only. No checks and I don't advise you send cash in the mail. In the event of a winning bid, you send me the MO and your address and I will send you the item(s). Make MO/CC's out to: Bill Stanton ~~~~~~~~~~~~ 3). TRADES - If you have something you want to offer instead of cash, try me. Just don't refuse to pay in cash if I refuse your trade offer. Any item in the auction is subject to private trade, but I will notify any bidders on that item in the event someone offers me a lucrative trade. 4). SHIPPING COSTS - I make no guarantee that my estimate of shipping costs are totally accurate. I simply make an estimate. 5). BIDDING CRITERIA - Please follow the min. bid increments as follows: $0-9 = $1 $10-19 = $2 $20-up = $5 6). WINNING BIDS - Do send in your payment within 5 days of my emailing you the final amount (shipping plus items). I am *still* waiting for some people to pay me from my last auction (which ended in November)! 7). REMOVAL - Since some of these items aren't mine, we reserve the right to remove any items from the auction at any time. 8). AUCTION DURATION - We're going to run this auction from 12/21/96 until 12/27/96 when it will enter the going phase. This phase will go ONCE, TWICE, GONE. Daily. Hopefully, it won't drag out too long. The auction will formally conclude when all items either have winning bids or have been removed. ************************************************ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!news.bbnplanet.com!su-news-hub1.bbnplanet.com!arclight.uoregon.edu!news.uoregon.edu!newsfeed.orst.edu!news.nero.net!reuter.cse.ogi.edu!news.willamette.edu!minerva!dcurtis From: Digital Press Newsgroups: rec.games.vectrex Subject: DPG 4: The Ultimate Source for Classic Gamers! Date: Wed, 8 Jan 1997 08:35:16 -0800 Organization: Willamette University, Salem, OR, USA Lines: 21 Distribution: inet Message-ID: NNTP-Posting-Host: minerva.willamette.edu Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII The fourth edition of our video gaming sourcebook, the "Classic Video Games Collectors Guide," is now available. Atari 2600, 5200, 7800, ColecoVision, Intellivision, Odyssey2, Vectrex, RCA Studio II, Adventurevision, Arcadia 2001, Bally Astrocade, Channel F, Sega Master System, and Turbografx ->199 pages! 50 pages larger than the last edition ->Complete list of cartridges in "checklist" format ->"Scarce-O-Meter" rating on every cart ->Atari 2600 label and catalog variation section ->Huge list of collectors and their addresses ->Stories detailing collectors' great finds and fondest memories ->25-page "psychOpedia" - loads of facts, trivia, tidbits & more! LIMITED EDITION - DON'T MISS OUT!!! To order, send check or money order for $15 made out to Joe Santulli (the editor) to: DIGITAL PRESS, 44 HUNTER PLACE, POMPTON LAKES, NJ 07442 DigitPress@aol.com + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!news.sprintlink.net!news-peer.sprintlink.net!uunet!in1.uu.net!160.45.4.4!fu-berlin.de!cs.tu-berlin.de!karolus From: karolus@cs.tu-berlin.de (achim stIndT) Newsgroups: rec.games.vectrex Subject: Packing-Question (was: ??Multi-Carts??) Date: 08 Jan 1997 17:25:31 GMT Organization: Technical University of Berlin Lines: 17 Distribution: inet Message-ID: <5b0lad$5o6$1@news.cs.tu-berlin.de> References: <5au07p$si8@rzunews.unizh.ch> <5aued7$kc@mtinsc01-mgt.ops.worldnet.att.net> NNTP-Posting-Host: 130.149.25.94 Mime-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit In-reply-to: "C.E. Forman"'s message of 07 Jan 1997 22:15:19 MET >who's is really the best, which ones are avaliable, and where... >and where can I get overlays for some of the games? I have Sean Kelly's, and it's great. Haven't compared it to the others, though. Kelly's has every released game except AnimAction (because it requires an extra 2K RAM that wouldn't fit in a regular casing), plus some new games that industrious programmers have constructed. I didn't buy one when I got my vectrex mainly because of the missing AnimAction... Actually, I never saw this card, but I assume the parts are not SMD, are they? Couldn't at least some parts be replaced by SMD parts (which are easy to solder, _if_ you have this "hot air type soldering device")? Achim + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!howland.erols.net!news.sprintlink.net!news-peer.sprintlink.net!uunet!in3.uu.net!205.229.114.11!dogbert.supra.com!v-wins-1-100.supra.com!user From: clay@supra.com (Clay Cowgill) Newsgroups: rec.games.vectrex Subject: Re: Moon Lander info Date: Wed, 08 Jan 1997 09:48:36 -0800 Organization: Diamond Multimedia, Communications Division Lines: 52 Distribution: inet Message-ID: References: <5akmmm$67d@ns2.southeast.net> <5aspnp$1v0@macaw.cyberport.com> <5av8gv$kq8@nnrp1.news.primenet.com> NNTP-Posting-Host: v-wins-1-100.supra.com In article <5av8gv$kq8@nnrp1.news.primenet.com>, Glenn Saunders wrote: > The mortal Clay Cowgill wrote: > : I've kinda written off the terrain "zoom" feature until a later project > : (Gravitar! :-) so I'm just going to try to make this a fun little "lander" > : type game and not a clone of the Atari arcade game. > > Please add the zoom feature eventually. Pleeez? Hey. Stop that. I already feel guilty about copping out on the zoom. ;-) The zoom looked really cool, but threw off my collision detectors since the "zoom" function on the Vectrex is analog and you don't *really* know where thing are going to be. It would be a major chunk of code to fix it, and I'd probably never finish Moon Lander if I ripped it apart now, so I'll save zoom for Gravitar... ;-) > : I'm going to add some bad guys that come after you at higher levels, some > : more playfield hazards, some "power up" type things (stronger engines, > : fuel bonus, etc.), wind. > > There is wind on the moon? Maybe you should rename it Mars Lander! That > would be more appropriate (ala the bad guys) Uhhh. Yeah. That's it. Mars. :-) Actually there's a bunch of moons that you have to visit. Not just the Earth moon. > Once those are in it's just a matter of sprucing > : it up, adding scoring, adding animation and intro sequences, fun stuff... > : I also have one other trick up my sleve for something kinda cool, but I > : think it'll only work on a real Vectrex... > > Remember that you have 32K to work with if you want without resorting to > banking. These days there is no reason not to use it all up, even on > frills. Yeah, I'm already taking advantage of that for the landscapes. (It's driven by a whole bunch of tables my Excel "Moon designer" spreadsheet spits out. Saves a ton of calculation time during the game...) I also have some kinda neato cut scenes and intro stuff planned. Could look pretty neat. I'll keep on it. Feel free to send me ideas or whatever too... Did the Vectrex have a Defender-type game? I think I have a way to do some OK scrolling effects... that I'm dying to use... ;-) -Clay Clayton N. Cowgill Engineering Manager _____________________________________________________________________ /\ Diamond Multimedia Systems, Inc. clay@supra.com \/ Communications Division http://www.supra.com/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!howland.erols.net!portc02.blue.aol.com!newstf02.news.aol.com!audrey01.news.aol.com!not-for-mail From: ghudson110@aol.com (GHudson110) Newsgroups: rec.games.vectrex Subject: Anyone thought about a Star Wars game? Date: 8 Jan 1997 17:57:33 GMT Organization: AOL http://www.aol.com Lines: 2 Distribution: inet Message-ID: <19970108175500.MAA09398@ladder01.news.aol.com> NNTP-Posting-Host: ladder01.news.aol.com X-Admin: news@aol.com The Star Wars Arcade game is my favorite vector game, and my Vectrex is begging for it. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!news.ucdavis.edu!agate!spool.mu.edu!howland.erols.net!netcom.com!netcomsv!uu3news.netcom.com!genesplicer!209-254-8!joey.mcdonald From: Joey.McDonald@209-254-8.genesplicer.org (Joey McDonald) Date: 07 Jan 97 07:56:38 Newsgroups: rec.games.vectrex Subject: BIG SCREEN VECTREX! Message-ID: <65a_9701072103@genesplicer.org> Organization: The GeneSplicer Lines: 24 Just a suggestion for those wanting to make a BIG SCREEN vectrex: You are aware of the mini LCD big-screen projectors (such as the Fujix P401 (up to 40") and the P701 (up to 100"). These units are about as big as a camcorder and can project a bright, crisp BIG SCREEN image on any white surface. A little hacking and I'm sure you might be able to get something working with one of these and a Vectrex. What does that mean? Welp, not only would it still be our favorite Vector baby... only with a 100" screen... it would still be portable too :) If you couldn't actually hack the hardware for the connections.. you could still do the "point the camcorder at the vectrex thing". You'd need a camcorder and the palm projector. STILL portable. A neat little sollution if I do say so myself :) Joey McDonald "survivor of the CRASH" + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!newsgate.cuhk.edu.hk!news.glink.net.hk!uunet!in3.uu.net!205.229.114.11!dogbert.supra.com!v-wins-1-100.supra.com!user From: clay@supra.com (Clay Cowgill) Newsgroups: rec.games.vectrex Subject: Re: Anyone thought about a Star Wars game? Date: Wed, 08 Jan 1997 14:35:34 -0800 Organization: Diamond Multimedia, Communications Division Lines: 20 Distribution: inet Message-ID: References: <19970108175500.MAA09398@ladder01.news.aol.com> NNTP-Posting-Host: v-wins-1-100.supra.com In article <19970108175500.MAA09398@ladder01.news.aol.com>, ghudson110@aol.com (GHudson110) wrote: > The Star Wars Arcade game is my favorite vector game, and my Vectrex is > begging for it. Not enough CPU. :-( At least not for a "true" 3-D version, but something like the old Atari/C64 home versions could be done. (all graphics are table driven and pre-computed) It's a big chunk of code. I suggested Battlezone a while back by using a cartridge with another processor to handle the true 3-D transforms, but everyone got a bit grumpy about that idea... Wouldn't work on the emulator... ;-) -Clay Clayton N. Cowgill Engineering Manager _____________________________________________________________________ /\ Diamond Multimedia Systems, Inc. clay@supra.com \/ Communications Division http://www.supra.com/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!howland.erols.net!news.sprintlink.net!news-peer.sprintlink.net!uunet!in2.uu.net!204.245.3.50!news.primenet.com!krishna From: Glenn Saunders Newsgroups: rec.games.vectrex Subject: Re: Anyone thought about a Star Wars game? Date: 8 Jan 1997 15:56:01 -0700 Organization: Primenet (602)416-7000 Lines: 5 Distribution: inet Message-ID: <5b18m1$ocd@nnrp1.news.primenet.com> References: <19970108175500.MAA09398@ladder01.news.aol.com> X-Posted-By: krishna@206.165.5.105 (krishna) Star Wars was railed in a rather annoying way. These days I'd rather have a free-flying sim/shooter more like the PC X-wing and Tie Fighter games. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!su-news-hub1.bbnplanet.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!uunet!in1.uu.net!204.245.3.50!news.primenet.com!nickb From: nickb@primenet.com (Nick S Bensema) Newsgroups: rec.games.vectrex Subject: Re: Moon Lander info Date: 8 Jan 1997 17:17:01 -0700 Organization: Primenet (602)416-7000 Lines: 38 Distribution: inet Message-ID: <5b1ddt$2sc@nnrp1.news.primenet.com> References: <5akmmm$67d@ns2.southeast.net> <5av8gv$kq8@nnrp1.news.primenet.com> X-Posted-By: nickb@206.165.5.108 (nickb) In article , Clay Cowgill wrote: >In article <5av8gv$kq8@nnrp1.news.primenet.com>, Glenn Saunders > wrote: >> >> Please add the zoom feature eventually. Pleeez? > >Hey. Stop that. I already feel guilty about copping out on the zoom. >;-) The zoom looked really cool, but threw off my collision detectors >since the "zoom" function on the Vectrex is analog and you don't *really* >know where thing are going to be. It would be a major chunk of code to >fix it, and I'd probably never finish Moon Lander if I ripped it apart >now, so I'll save zoom for Gravitar... ;-) Would that still be a problem if collisions were detected completely outside the drawing portions? I hope that when you finally make a game with a zoom like that, it doesn't take too long to execute. We don't want to have to blame it for flicker. >I'll keep on it. Feel free to send me ideas or whatever too... Did the >Vectrex have a Defender-type game? I think I have a way to do some OK >scrolling effects... that I'm dying to use... ;-) I showed my mom Scramble and she said it looked like Protector II (her Defender clone of choice). I think a Defender clone would be very worthwhile on the Vectrex. Or, for that matter a Protector clone. Protector was a nice twist in the Defender theme. How about Mario Bros? -- N i c k B e n s e m a < n i c k b @ p r i m e n e t . c o m > ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 98-KUPD Red Card Holder #710563 WedSpc License #71.0563 + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!cam-news-hub1.bbnplanet.com!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!newsfeed.internetmci.com!btnet!netcom.net.uk!ix.netcom.com!tor-nn1.netcom.ca!home From: DSCulp@netcom.ca (Scott Culp) Newsgroups: rec.games.vectrex Subject: Re: Anyone thought about a Star Wars game? Date: Thu, 09 Jan 97 04:56:05 GMT Organization: Netcom Canada Lines: 16 Distribution: inet Message-ID: <5b1tkf$aei@tor-nn1-hb0.netcom.ca> References: <19970108175500.MAA09398@ladder01.news.aol.com> NNTP-Posting-Host: stn-on1-19.netcom.ca X-NETCOM-Date: Wed Jan 08 11:53:35 PM EST 1997 X-Newsreader: News Xpress 2.0 Beta #2 In article <19970108175500.MAA09398@ladder01.news.aol.com>, ghudson110@aol.com (GHudson110) wrote: >The Star Wars Arcade game is my favorite vector game, and my Vectrex is >begging for it. I agree with you 100%! I would rush out and buy the first copy. I loved this game. It was amazing! I'm sure the sound hardware is not up to the task though, and without those great samples of "Use the force Luke" it just wouldn't be the same. Ever seen it for P.C?? I had a really great Amiga version a while back but alas the Amiga is in Hollywood makin movies now. :( Let me know if you run into anything. Scott + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!feed1.news.erols.com!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!newsfeed.internetmci.com!news.wco.com!news From: bstanton@wco.com (Bill Stanton) Newsgroups: rec.games.vectrex,rec.games.video.classic,rec.games.video.marketplace,rec.games.video.atari Subject: Bill's Auction Update #16 1/8 (well, 1/9 1am) Date: Thu, 09 Jan 1997 09:05:49 GMT Organization: West Coast Online's News Server - Not responsible for content Lines: 338 Distribution: inet Message-ID: <32d4b45c.26185324@NEWS.WCO.NET> Reply-To: bstanton@wco.com NNTP-Posting-Host: octans14.wco.com X-Newsreader: Forte Free Agent 1.1/32.230 Xref: csus.edu rec.games.vectrex:6233 rec.games.video.classic:69831 rec.games.video.marketplace:101647 rec.games.video.atari:96559 **BILL'S SJECOND AUCTION!!!** 12/21/96 - 12/27/96 **BILL'S SECOND AUCTION!!!** 12/21/96 - 12/27/96 ----------------------------------------------- (2600-5200-7800-Vectrex-INTV-NES-Magnavox-C=64- Turbo Duo-Odyssey-Fairchild-GameBoy-Saturn-3DO) ---See Terms & Agreements at end of document--- ----------------------------------------------- NEWS ITEM BULLETINS 1/1: Some people are sending me email asking if the auction is done... IT'S NOT! As long as there are items left with current bids on them of ONCE or TWICE, they are still available for bidding..! Congrats to everyone who have won items, I will be sending out shipping prices and subtotals soon. 1/2: The auction is almost over, only a couple of items remain (you stubborn bidders! heh). I HAVE MOVED ALL SOLD ITEMS TO THE END OF THE AUCTION LISTING! Also, I apologize for not getting more updates out the last couple of days, been busy and feeling under the weather. -Bill 1/4: BEEN HAVING ISP problems, please excuse the lack of updating yesterday!!! My mail keeps bouncing! ARGH! Hope this gets thru- ----------------------------------------------- CONTENTS: SECTION I - Systems SECTION II - Carts (NO MIN. BIDS) SECTION III - Handhelds (NO MIN. BIDS) SECTION IV - Miscellaneous NEW SECTION - SOLD ITEMS ************************************************ SECTION I - Systems ************************************************ S3). Vectrex -$95-johan *TWICE* (works/tested, w/ 1 controller, no carts) S6). Atari 5200 Boxed (4-p)$55jeffrey *TWICE* (works/tested, complete w/ all docs, 100% working controllers, switchbox, etc. & Super Breakout in SEALED box) S7). Atari 7800 Boxed System -$55-jeffrey*TWICE* (tested, complete w/ Dig Dug, Pole Position & Galaga, carts only) S17). Atari 1200XL -$10-achim *TWICE* (tested, no power supply) ************************************************ SECTION II - Carts (NO MIN. BIDS) ************************************************ *** Intellivision C47). Q*Bert -$3-Dan*SOLD!!* C49). Burgertime -$2-Rhino*SOLD!!* *** Odyssey II C24). Showdown in 2100 AD -$5-Ray*SOLD!!* ************************************************ SECTION IV - Miscellaneous ************************************************ M14). SNES Developer Cards (2) -$41-kester*TWICE* (5 EPROM sockets on each card, unknown games, one has 2 EPROMS, the other 1. these are basically like carts) ************************************************ ************************************************ ************************************************ ************************************************ ***********S O L D I T E M S***************** ************************************************ ************************************************ ************************************************ SECTION I - Systems ************************************************ S1). Atari 2600 Bundle 1 $12-Ray*SOLD!!* (4 switch, ultra-clean, works/tested, includes Combat & Star Raiders carts w/ Star Raiders overlay, multi-keypad & 2 working joysticks) S2). Odyssey II $22-Ray*SOLD!!* (works/tested, w/ 2 controllers, no power supply - uses any Sega p/s) S11). Nintendo NES -$16-Jon Kruse *SOLD!!* (2 controllers, Zapper, RF, no p/supply) S5). NEC Turbo Duo -$80-Ryu *SOLD!!* (works/tested, needs video cables, no CD's) S4). Fairchild Channel F -$45-cougar*SOLD!!* (works/tested, w/ 2 controllers NO CARTS System II version by Zircon) S9). Intellivision -$16-Dave R*SOLD!!* (tested) S10). Intellivision -$22-Ken*SOLD!!* (tested, w/ Intellivoice module) S12). Commodore 64 -$10-Mike*SOLD!!* (tested, w/ power supply) S13). Nintendo NES -$20-Mr. Dynamo*SOLD!!* (tested, 2 controllers, RF, p/supply & gun) S14). Sega Saturn -$85-Freeman *SOLD!!* (tested, modified for US/Jap swap, removed CD cover door, 2 controllers) S15). 3DO Testing Station -$85-Rikard *SOLD!!* (tested, dev system, w/ testing joypad, has toggle switch for test purposes) S16). Atari 400 -$9-Hugues *SOLD!!* (tested, no power supply) S18). Atari 130XE -$5-James *SOLD!!* (broken keyboard (bad trace on keyboard circuit), no power supply) ************************************************ SECTION III - Handhelds (NO MIN. BIDS) ************************************************ HH1). Soccer -$3-Meatyard*SOLD!!* (Mattel, LED, tested, power switch is a little touchy, but game works fine) HH2). Jurassic Park -$1-Rikard*SOLD!!* (Tiger, LCD) HH3). Safebuster $15-Jeffrey*SOLD!!* (Nintendo G&W, LCD 2-screen) HH4). Soccer -$2-cougar*SOLD!!* (Mattel, LED, tested but no battery cover) HH5). Cosmic Clash *REMOVED* (Tomy, Lights) HH7). Simon -$8-Ray *SOLD!!* (MB, lights, more of a tabletop really) HH8). Tennis $2-Rikard*SOLD!!* (Tomytronics, VFD) HH10). Galaxian -$8-Rikard *SOLD!!* (Coleco, VFD, BROKEN - circuit board cracked, good for parts or if you can work miracles with solder!) ************************************************ SECTION II - Carts (NO MIN. BIDS) ************************************************ -->BID ON EACH CART INDIVIDUALLY!<-- *** Fairchild Channel F Assortment 1 (these carts are w/ box and instructions) C1). Cart #3 -$4-DisKountrs*SOLD!!* (Blackjack) C2). Cart #6 -$4-DisKountrs*SOLD!!* (Addition, Subtraction) C3). Cart #7 -$4-DisKountrs*SOLD!!* (Multip, Div.) C4). Cart #9 -$4-DisKountrs*SOLD!!* (Drag Strip) C5). Cart #12 -$4-DisKountrs*SOLD!!* (Baseball) C6). Cart #15 $7-Rikard*SOLD!!* (Memory Match 1 & 2) *** Fairchild Channel F Assortment 2 (these carts are WITHOUT boxes or instructions) C7). Cart #1 -$1-DisKountrs*SOLD!!* (Tic-Tac-Toe, Shooting Gallery, Doodle, Quadra-Doodle) C8). Cart #1 -$3-DisKountrs*SOLD!!* (same as above but different label, larger '#1' w/ picture icons) C9). Cart #2 -$3-DisKountrs*SOLD!!* (Desert Fox, Shooting Gallery) C10). Cart #3 -$1-DisKountrs*SOLD!!* (Video Blackjack) C11). Cart #4 -$1-DisKountrs*SOLD!!* (Spitfire) C12). Cart #12 -$3-DisKountrs*SOLD!!* (Baseball) *** Atari 2600 C13). Donkey Kong (Coleco) -$1-cougar*SOLD!!* C14). Frogger (Parker Brothers) -$2-Ray*SOLD!!* C50). Outlaw (boxed) -$2-cougar *SOLD!!* C51). Homerun (boxed) -$1-cougar *SOLD!!* *** Intellivision C40). Bomb Squad (uses Intellivoice) -$1-Jon*SOLD!!* C15). Space Battle (Mattel) -$2-Dave R*SOLD!!* C16). Skiing (Mattel, in box w/manual)-$1-Gary*SOLD!!* C17). Poker & Blackjack (Mattel, in box)-$1-Gary*SOLD!!* C41). Space Battle-$2-Dave R*SOLD!!* C42). Tennis-$1-Gary*SOLD!!* C43). Astrosmash-$2-Dave R*SOLD!!* C44). Black Jack-$1-Gary*SOLD!!* C45). NBA Basketball-$1-Gary*SOLD!!* C46). Horse Racing-$1-Gary*SOLD!!* C48). NFL Football-$1-Gary*SOLD!!* *** Atari 8-bit Computers C18). Centipede (Atari) -$2-cougar*SOLD!!* C19). Touch Typing -$2-Rodolfo*SOLD!!* (Atari, cassette) *** Odyssey II C20). Pick Axe Pete -$4-Jon*SOLD!!* C21). Cosmic Conflict -$4-Jon*SOLD!!* C22). Alien Invaders Plus -$1-Jon*SOLD!!* C37). Out of This World/Helicopter Rescue-$1-Jon*SOLD!!* C31). K.C. Munchkin -$1-Jon*SOLD!!* C26). War of Nerves -$1-Jon*SOLD!!* C27). Monkeyshines! -$3-Jon*SOLD!!* C28). Quest for the Rings (Gold Label)-$3-Jon*SOLD!!* C29). Invaders From Hyperspace -$1.50-Jon*SOLD!!* C30). Computer Golf-.50-Ray*SOLD!!* C25). Baseball!-.50-Ray*SOLD!!* C32). Thunderball--$1.50-Jon*SOLD!!* C33). Football-.50-Ray*SOLD!!* C34). Blockout/Breakdown--$1.50-Jon*SOLD!!* C35). Bowling/Basketball-.50-Ray*SOLD!!* C36). Sub Chase/Armored Encounter--$1.50-Jon*SOLD!!* C23). Electronic Table Soccer--$1.50-Jon*SOLD!!* C38). Speedway/Spin-out/Crypto Logic-.50-Ray*SOLD!!* ************************************************ SECTION IV - Miscellaneous ************************************************ M1). Super Wildcard -$50-Victoria*SOLD!!* (SNES cart copier, 24megabit, parallel PC port built-in, no p/supply -uses 9v) M2). Vectrex controller -$20-Sean*SOLD!!* (Works fine) M3). 3DO control pad -$6-DisKountrs*SOLD!!* (Tested) M7a). Atari Joysticks Set #1 -$5-Mike*SOLD!!* (2, both tested) M7b). Atari Joysticks Set #2 -$3-PatMan*SOLD!!* (2, both tested) M8a). Atari Paddles Set#1 -$3-Ray*SOLD!!* (1 pair, tested) M8b). Atari Paddles Set#1 -$3-PatMan*SOLD!!* (1 pair, tested) M11). Commodore 1541 -$15-Mike*SOLD!!* (Disk Drive with power cord, tested) M12). Commodore 1571 -$12-Mike*SOLD!!* (Disk Drive with power cord, untested) ************************************************ TERMS AND AGREEMENTS FOR ALL BIDDERS ************************************************ 1). ALL BIDS ARE FINAL - If you make a bid, it is final. Do not bid on any item you don't intend to buy! 2). PAYMENT FOR WINNING BIDS - Will be in $US MONEY ORDERS or CASHIERS CHECK only. No checks and I don't advise you send cash in the mail. In the event of a winning bid, you send me the MO and your address and I will send you the item(s). Make MO/CC's out to: Bill Stanton ~~~~~~~~~~~~ 3). TRADES - If you have something you want to offer instead of cash, try me. Just don't refuse to pay in cash if I refuse your trade offer. Any item in the auction is subject to private trade, but I will notify any bidders on that item in the event someone offers me a lucrative trade. 4). SHIPPING COSTS - I make no guarantee that my estimate of shipping costs are totally accurate. I simply make an estimate. 5). BIDDING CRITERIA - Please follow the min. bid increments as follows: $0-9 = $1 $10-19 = $2 $20-up = $5 6). WINNING BIDS - Do send in your payment within 5 days of my emailing you the final amount (shipping plus items). I am *still* waiting for some people to pay me from my last auction (which ended in November)! 7). REMOVAL - Since some of these items aren't mine, we reserve the right to remove any items from the auction at any time. 8). AUCTION DURATION - We're going to run this auction from 12/21/96 until 12/27/96 when it will enter the going phase. This phase will go ONCE, TWICE, GONE. Daily. Hopefully, it won't drag out too long. The auction will formally conclude when all items either have winning bids or have been removed. ************************************************ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!decwrl!netcom.com!netcom.net.uk!news-lond.gsl.net!news.gsl.net!news-peer.gsl.net!news.gsl.net!howland.erols.net!newsfeed.internetmci.com!uunet!in3.uu.net!206.66.12.35!news-in.iadfw.net!usenet From: "Robert Schneiter" Newsgroups: rec.games.vectrex Subject: FAST CASH $$$ Date: 8 Jan 1997 12:57:51 GMT Organization: INTERNET AMERICA Lines: 1114 Distribution: inet Message-ID: <01bbfd74$6a8734a0$5b0b42ce@default> NNTP-Posting-Host: dal03-25.ppp.iadfw.net X-Newsreader: Microsoft Internet News 4.70.1157 THIS IS THE FAIREST MOST HONEST WAY I KNOW TO SHARE THE WEALTH! Hello! Would you like to make thousands of dollars, quick,and legally? Then keep reading....please take five minutes to read this article it will change your life.It's true! You can make up to or over $50,000 dollars in 4-6 weeks, maybe sooner! I'M NOT LYING TO YOU, AND THIS IS NOT A SCAM! If you're intrested, keep reading; if you're not, have a nice day. I was browsing around the newsgroups one day, and I stumbled across this article. Since it had to do with making money, which I never pass on, I decided to give it a try, and this is what it said: Here we go. A little while back, I was browsing through these newsgroups, just like you are now, and came across an article similar to this that said you could make thousands of dollars in weeks with only an initial investment of $5! So, I thought, "Yeah, right, must be a scam", but I was curious, like most of us , so I kept reading. Anyway, it said that you send $1 to each of the 5 names and addresses stated in the article. You then place your own name and address in the article at the bottom of the list at #5, and post the article in at least 200 newsgroups (there are thousands). So after thinking it over, talking to a few people first, I decided to try it. I figured what have I got to lose except for 5 stamps and $5, right? Someone who has tried it says:" I started getting money in the mail! I was shocked! I still figured it would end soon, and didn't give it another thought. But then money kept coming IN, tripling in size and multiplying by 10-20 times the amount that I got the first week! In my first week I made about 20 to 30 dollars. But by the end of the second week, I had made a total of over $1,000!!!! In the third week, I had over $10,000 dollars, and it's still growing. This is my fourth week (Oct 11) and I've made about $42,000 TOTAL, and the money is still coming in.....". Let me tell you how this works and most importantly, WHY it works...also, make sure you print a copy of the article NOW, so you get the informatoin off of it, and begin making money. The process is very simple, and it consists of 3 EASY steps: STEP 1: Get 5 seperate pieces of paper and write the following on each sheet of paper..."PLEASE PUT ME ON YOUR MAILING LIST. It is also a good idea to put on that piece of paper the number of the person who you got the article from. Get five $1 bills and place ONE inside each piece of paper that you just wrote on, and fold each piece of paper so the bill will not be seen in the envelope (otherwise, nosey people who like to steal envelopes with money in it will get yours). Put one paper inside the envelopeand seal it. Do the same for all 5. You should now have 5 envelopes sealed, EACH have a piece of paper AND a $1 bill stuffed inside of the paper. Make sure those words that were stated above are stated on each paper. What you are doing is creating a service by this, this is PERFECTLY LEGAL. Now then, mail the 5 envelopes with the paper and $1 in each to the following 5 addresses: 1. S.Shaw 611 23rd Street Sacramento , Ca. 95816 2. G.Charters 5809 Hudson St. Vancouver , B.C. Canada. V6M2Z2 3. J.Burgess 73 Pebble Lane Blackwood , N.J. 08012 4. Josee Labelle P.O. Box 54230 1562 Lonsdale Avenue North Vancouver, BC V7L 3L5 5. Occupant P.O. Box 721193 Houston,Tx 77272-1193 STEP 2: Now take the #1 name off the list that you see above, move the other 4 names up (5 becoming 4, 4 becoming 3, ect.) and put YOUR NAME as number 5 on the list. You can slightly alter this article if you need to, editing what you need to edit. STEP 3: Post your amended article (with your name at #5) to at least 200 news groups ( I think there are close to 18,000 of them). All you need is say, at least 200. HOW TO DO THIS: If you have Netscape 3.0 do EXACTLY the following: 1) Click on any news group like normal, THEN click on 'TO NEWS', which is on the far left when you're in the newsgroups page. This will bring up a box to type a message in. 2) Leave the newsgroup box like it is, CHANGE the subject box to something flashy, like, "NEED CASH $$$ READ HERE $$$" or "FAST CASH"!!! 3) Tab once and you should be ready to type. Now, retype (only once) THIS whole article WORD FOR WORD, except to insert your name at #5, and to remove #1 off the list, plus any other small changes you think you need to make. Keep almost all of it the SAME! 4) When you're done typing the WHOLE article, click on FILE in THIS BOX, RIGHT ABOUVE SEND, NOT WHERE IT SAYS NETSCAPE NEWS ON THE FIRST BOX. Click on SAVE AS when you're under FILE. Save you artcle as a text file to your C: or A: drive. DO NOT SEND OR POST YOUR ARTICLE UNTIL YOU DO THIS. Once saved, move on to number 5 below. 5) If you still have all of your text, send or post to this newsgroup now by just clicking send, which is right below FILE, and right above Cc: . 6)Here's where you're going to post all 200. OK, click on any news group then click on 'TO NEWS', again in the top left corner. Leave the NEWSGROUPS BOX alone again, put a flashy subject title in the SUBJECT BOX, hit TAB once you're in the body of the message, and then click on ATTACHMENTS, which is below the SUBJECT BOX. You will get another box to come up. Click on ATTACH FILE, then find YOUR file that you saved; click once on the file, and then click OPEN' now click on OK; if you did this right, you should see your file name in the attachments box, and it will be shaded green. IF YOU USE IE EXPLORER IT'S JUST AS EASY...HOLDING DOWN THE LEFT MOUSE BUTTON, HIGHLIGHT THIS ARTICLE. THEN PRESS THE "CRTL" KEY AND THE "C" KEY AT THE SAME TIME TO COPY THIS ARTICLE. THEN PRINT THIS ARTICLE FOR YOUR RECORDS TO HAVE THE NAMES OF THOSE YOU WILL BE SENDING $1 BILLS TO. NEXT GO TO THE NEWS GROUPS AND PRESS "POST AN ARTICLE" A WINDOW WILL OPEN. TYPE IN YOUR HEADLINE IN THE SUBJECT AREA AND THEN CLICK IN THE LARGE WINDOW BELOW. PRESS "CRTL" AND THEN "V" AND THE ARTICLE WILL BE PLACED IN THE WINDOW. IF YOU WANT TO EDIT THE ARTICLE, DO SO AND THEN HIGHLIGHT AND COPY IT AGAIN. NOW EVERYTIME YOU POST THE ARTICLE IN A NEW NEWSGROUP ALL YOU HAVE TO REPEAT "CTRL" AND "V" AND PRESS POST. 7)That's it. Each time you do this, all you have to do is type in a different newsgroup, so that way, it posts to 200 DIFFERENT newsgroups, you see? Now you just have 199 to go!! (Don't worry, each one takes about 30 seconds, once you get used to it) REMEMBER 200 IS THE MINIMUM. The more you post the more money you will make. AND THAT'S IT!!! THAT'S THE ONLY 3 STEPS THERE IS!!! You are now in the mail order business and will start recieving your $1 envelopes from various people all over the world within days. HINT THE MORE NEWSGROUPS YOU POST TO, THE MORE MONEY YOU WILL MAKE. You may want to rent a PO Box eventually because of all the mail. If you wish to stay anonymous, you can come up with a name, such as "manager" or "investor". Just make sure all the addresses are CORRECT, please. LET ME TELL YOU WHY THIS SYSTEM WORK!!!! Out of every 200 postings, let's say I ONLY recieve 5 replies, which is actually VERY LOW. So I made 5 dollars with my name at #5. Now then, each person who just sent me $1 makes, say only 200 postings, now with your name at number 4, WHICH IS A TOTAL OF 1000 POSTINGS, not including yours too. 50 people send you $1 now; thats $50 you just made! Now, then your new 50 agents post 200 each with YOUR NAME AT NUMBER 3, OR 10,000 POSTING (50x200). Average return is 500 at $1 each is $500. They make 200 postings, which is 5,000 returns at $1 each, which is $5000 dollars! And finally, 5000 people make 200 postings wach with YOUR NAME AT NUMBER 1. YOU NOW GET A RETURN OF $50,000 BEFORE YOUR NAME DROPS OFF THE LIST. AND THAT'S IF EVERYONE MAKES 200 POSTINGS ONLY, AND IF ONLY 5 PERSONS RESPOND!!!!! When your name is no longer on the list, you just take the latest posting that is appearing in the newsgroups, and SEND OUT ANOTHER $5 TO THE NAMES ON THE LIST, PUTTING YOUR NAME AT 5 AGAIN. And start posting again. The thing to remember is, do you realize that THOUSANDS OF PEOPLE ALL OVER THE WORLD ARE JOINING THE INTERNET AND READING THESE ARTICLES EVERY DAY, JUST LIKE YOU ARE RIGHT NOW!!! So can afford $5 dollars and see if it really works? I think so..... People have said, "What if the plan is played out and no one sends you the money?" So what! What are the chances of that happening when there are TONS OF NEW HONEST USERS AND NEW HONEST PEOPLE who are joining the Internet and newsgroups everyday and are willing to give it a try? Estimates are at 20,000 to 50,000 new users, every day, with THOUSANDS of those joing the actual Internet. Remember, play FAIRLY and HONESTLY and this WILL WORK, I PROMISE YOU!!! You just have to be honest. Make sure you print this article out RIGHT NOW, also, try to keep a list of everyone that sends you money and always keep an eye on the mnewsgroups to make sure everyone is playing fairly. REMEMBER, HONESTY IS THE BEST POLICY. YOU DON'T NEED TO CHEAT THE BASIC IDEA TO MAKE MONEY!! GOOD LUCK TO ALL AND PLEASE PLAY FAIRLY AND YOU WILL REAP THE HUGE REWARDS FROM THIS, WHICH IS TONS OF EXTRA CASH!!! **By the way, if you try to decieve people by posting the messages with your name on the list and not sending the money to the people already on the list, you will not get much. Someone who did that made $150 dollars, and that's AFTER seven or eight weeks! Then he sent the 5 $1 bills, people added him to their lists, and in 4-5 weeks, he had over $10K. THIS IS THE FAIREST AND MOST HONEST WAY I HAVE EVER SEEN TO SHARE THE WEALTH OF THE WORLD WITHOUT COSTING ANYTHING BUT OUR TIME!!! THIS IS THE FAIREST MOST HONEST WAY I KNOW TO SHARE THE WEALTH! Hello! Would you like to make thousands of dollars, quick,and legally? Then keep reading....please take five minutes to read this article it will change your life.It's true! You can make up to or over $50,000 dollars in 4-6 weeks, maybe sooner! I'M NOT LYING TO YOU, AND THIS IS NOT A SCAM! If you're intrested, keep reading; if you're not, have a nice day. I was browsing around the newsgroups one day, and I stumbled across this article. Since it had to do with making money, which I never pass on, I decided to give it a try, and this is what it said: Here we go. A little while back, I was browsing through these newsgroups, just like you are now, and came across an article similar to this that said you could make thousands of dollars in weeks with only an initial investment of $5! So, I thought, "Yeah, right, must be a scam", but I was curious, like most of us , so I kept reading. Anyway, it said that you send $1 to each of the 5 names and addresses stated in the article. You then place your own name and address in the article at the bottom of the list at #5, and post the article in at least 200 newsgroups (there are thousands). So after thinking it over, talking to a few people first, I decided to try it. I figured what have I got to lose except for 5 stamps and $5, right? Someone who has tried it says:" I started getting money in the mail! I was shocked! I still figured it would end soon, and didn't give it another thought. But then money kept coming IN, tripling in size and multiplying by 10-20 times the amount that I got the first week! In my first week I made about 20 to 30 dollars. But by the end of the second week, I had made a total of over $1,000!!!! In the third week, I had over $10,000 dollars, and it's still growing. This is my fourth week (Oct 11) and I've made about $42,000 TOTAL, and the money is still coming in.....". Let me tell you how this works and most importantly, WHY it works...also, make sure you print a copy of the article NOW, so you get the informatoin off of it, and begin making money. The process is very simple, and it consists of 3 EASY steps: STEP 1: Get 5 seperate pieces of paper and write the following on each sheet of paper..."PLEASE PUT ME ON YOUR MAILING LIST. It is also a good idea to put on that piece of paper the number of the person who you got the article from. Get five $1 bills and place ONE inside each piece of paper that you just wrote on, and fold each piece of paper so the bill will not be seen in the envelope (otherwise, nosey people who like to steal envelopes with money in it will get yours). Put one paper inside the envelope and seal it. Do the same for all 5. You should now have 5 envelopes sealed, EACH have a piece of paper AND a $1 bill stuffed inside of the paper. Make sure those words that were stated above are stated on each paper. What you are doing is creating a service by this, this is PERFECTLY LEGAL. Now then, mail the 5 envelopes with the paper and $1 in each to the following 5 addresses: 1. S.Shaw 611 23rd Street Sacramento , Ca. 95816 2. G.Charters 5809 Hudson St. Vancouver , B.C. Canada. V6M2Z2 3. J.Burgess 73 Pebble Lane Blackwood , N.J. 08012 4. M.Halabi American University Of Beirut 850 Third Avenue , 18th Floor New York , N.Y. 10022 Box : 1467 5. Occupant P.O. Box 721193 Houston,Tx 77272-1193 STEP 2: Now take the #1 name off the list that you see above, move the other 4 names up (5 becoming 4, 4 becoming 3, ect.) and put YOUR NAME as number 5 on the list. You can slightly alter this article if you need to, editing what you need to edit. STEP 3: Post your amended article (with your name at #5) to at least 200 news groups ( I think there are close to 18,000 of them). All you need is say, at least 200. HOW TO DO THIS: If you have Netscape 3.0 do EXACTLY the following: 1) Click on any news group like normal, THEN click on 'TO NEWS', which is on the far left when you're in the newsgroups page. This will bring up a box to type a message in. 2) Leave the newsgroup box like it is, CHANGE the subject box to something flashy, like, "NEED CASH $$$ READ HERE $$$" or "FAST CASH"!!! 3) Tab once and you should be ready to type. Now, retype (only once) THIS whole article WORD FOR WORD, except to insert your name at #5, and to remove #1 off the list, plus any other small changes you think you need to make. Keep almost all of it the SAME! 4) When you're done typing the WHOLE article, click on FILE in THIS BOX, RIGHT ABOUVE SEND, NOT WHERE IT SAYS NETSCAPE NEWS ON THE FIRST BOX. Click on SAVE AS when you're under FILE. Save you artcle as a text file to your C: or A: drive. DO NOT SEND OR POST YOUR ARTICLE UNTIL YOU DO THIS. Once saved, move on to number 5 below. 5) If you still have all of your text, send or post to this newsgroup now by just clicking send, which is right below FILE, and right above Cc: . 6)Here's where you're going to post all 200. OK, click on any news group then click on 'TO NEWS', again in the top left corner. Leave the NEWSGROUPS BOX alone again, put a flashy subject title in the SUBJECT BOX, hit TAB once you're in the body of the message, and then click on ATTACHMENTS, which is below the SUBJECT BOX. You will get another box to come up. Click on ATTACH FILE, then find YOUR file that you saved; click once on the file, and then click OPEN' now click on OK; if you did this right, you should see your file name in the attachments box, and it will be shaded green. IF YOU USE IE EXPLORER IT'S JUST AS EASY...HOLDING DOWN THE LEFT MOUSE BUTTON, HIGHLIGHT THIS ARTICLE. THEN PRESS THE "CRTL" KEY AND THE "C" KEY AT THE SAME TIME TO COPY THIS ARTICLE. THEN PRINT THIS ARTICLE FOR YOUR RECORDS TO HAVE THE NAMES OF THOSE YOU WILL BE SENDING $1 BILLS TO. NEXT GO TO THE NEWS GROUPS AND PRESS "POST AN ARTICLE" A WINDOW WILL OPEN. TYPE IN YOUR HEADLINE IN THE SUBJECT AREA AND THEN CLICK IN THE LARGE WINDOW BELOW. PRESS "CRTL" AND THEN "V" AND THE ARTICLE WILL BE PLACED IN THE WINDOW. IF YOU WANT TO EDIT THE ARTICLE, DO SO AND THEN HIGHLIGHT AND COPY IT AGAIN. NOW EVERYTIME YOU POST THE ARTICLE IN A NEW NEWSGROUP ALL YOU HAVE TO REPEAT "CTRL" AND "V" AND PRESS POST. 7)That's it. Each time you do this, all you have to do is type in a different newsgroup, so that way, it posts to 200 DIFFERENT newsgroups, you see? Now you just have 199 to go!! (Don't worry, each one takes about 30 seconds, once you get used to it) REMEMBER 200 IS THE MINIMUM. The more you post the more money you will make. AND THAT'S IT!!! THAT'S THE ONLY 3 STEPS THERE IS!!! You are now in the mail order business and will start recieving your $1 envelopes from various people all over the world within days. HINT THE MORE NEWSGROUPS YOU POST TO, THE MORE MONEY YOU WILL MAKE. You may want to rent a PO Box eventually because of all the mail. If you wish to stay anonymous, you can come up with a name, such as "manager" or "investor". Just make sure all the addresses are CORRECT, please. LET ME TELL YOU WHY THIS SYSTEM WORK!!!! Out of every 200 postings, let's say I ONLY recieve 5 replies, which is actually VERY LOW. So I made 5 dollars with my name at #5. Now then, each person who just sent me $1 makes, say only 200 postings, now with your name at number 4, WHICH IS A TOTAL OF 1000 POSTINGS, not including yours too. 50 people send you $1 now; thats $50 you just made! Now, then your new 50 agents post 200 each with YOUR NAME AT NUMBER 3, OR 10,000 POSTING (50x200). Average return is 500 at $1 each is $500. They make 200 postings, which is 5,000 returns at $1 each, which is $5000 dollars! And finally, 5000 people make 200 postings wach with YOUR NAME AT NUMBER 1. YOU NOW GET A RETURN OF $50,000 BEFORE YOUR NAME DROPS OFF THE LIST. AND THAT'S IF EVERYONE MAKES 200 POSTINGS ONLY, AND IF ONLY 5 PERSONS RESPOND!!!!! When your name is no longer on the list, you just take the latest posting that is appearing in the newsgroups, and SEND OUT ANOTHER $5 TO THE NAMES ON THE LIST, PUTTING YOUR NAME AT 5 AGAIN. And start posting again. The thing to remember is, do you realize that THOUSANDS OF PEOPLE ALL OVER THE WORLD ARE JOINING THE INTERNET AND READING THESE ARTICLES EVERY DAY, JUST LIKE YOU ARE RIGHT NOW!!! So can afford $5 dollars and see if it really works? I think so..... People have said, "What if the plan is played out and no one sends you the money?" So what! What are the chances of that happening when there are TONS OF NEW HONEST USERS AND NEW HONEST PEOPLE who are joining the Internet and newsgroups everyday and are willing to give it a try? Estimates are at 20,000 to 50,000 new users, every day, with THOUSANDS of those joing the actual Internet. Remember, play FAIRLY and HONESTLY and this WILL WORK, I PROMISE YOU!!! You just have to be honest. Make sure you print this article out RIGHT NOW, also, try to keep a list of everyone that sends you money and always keep an eye on the mnewsgroups to make sure everyone is playing fairly. REMEMBER, HONESTY IS THE BEST POLICY. YOU DON'T NEED TO CHEAT THE BASIC IDEA TO MAKE MONEY!! GOOD LUCK TO ALL AND PLEASE PLAY FAIRLY AND YOU WILL REAP THE HUGE REWARDS FROM THIS, WHICH IS TONS OF EXTRA CASH!!! **By the way, if you try to decieve people by posting the messages with your name on the list and not sending the money to the people already on the list, you will not get much. Someone who did that made $150 dollars, and that's AFTER seven or eight weeks! Then he sent the 5 $1 bills, people added him to their lists, and in 4-5 weeks, he had over $10K. THIS IS THE FAIREST AND MOST HONEST WAY I HAVE EVER SEEN TO SHARE THE WEALTH OF THE WORLD WITHOUT COSTING ANYTHING BUT OUR TIME!!! THIS IS THE FAIREST MOST HONEST WAY I KNOW TO SHARE THE WEALTH! Hello! Would you like to make thousands of dollars, quick,and legally? Then keep reading....please take five minutes to read this article it will change your life.It's true! You can make up to or over $50,000 dollars in 4-6 weeks, maybe sooner! I'M NOT LYING TO YOU, AND THIS IS NOT A SCAM! If you're intrested, keep reading; if you're not, have a nice day. I was browsing around the newsgroups one day, and I stumbled across this article. Since it had to do with making money, which I never pass on, I decided to give it a try, and this is what it said: Here we go. A little while back, I was browsing through these newsgroups, just like you are now, and came across an article similar to this that said you could make thousands of dollars in weeks with only an initial investment of $5! So, I thought, "Yeah, right, must be a scam", but I was curious, like most of us , so I kept reading. Anyway, it said that you send $1 to each of the 5 names and addresses stated in the article. You then place your own name and address in the article at the bottom of the list at #5, and post the article in at least 200 newsgroups (there are thousands). So after thinking it over, talking to a few people first, I decided to try it. I figured what have I got to lose except for 5 stamps and $5, right? Someone who has tried it says:" I started getting money in the mail! I was shocked! I still figured it would end soon, and didn't give it another thought. But then money kept coming IN, tripling in size and multiplying by 10-20 times the amount that I got the first week! In my first week I made about 20 to 30 dollars. But by the end of the second week, I had made a total of over $1,000!!!! In the third week, I had over $10,000 dollars, and it's still growing. This is my fourth week (Oct 11) and I've made about $42,000 TOTAL, and the money is still coming in.....". Let me tell you how this works and most importantly, WHY it works...also, make sure you print a copy of the article NOW, so you get the informatoin off of it, and begin making money. The process is very simple, and it consists of 3 EASY steps: STEP 1: Get 5 seperate pieces of paper and write the following on each sheet of paper..."PLEASE PUT ME ON YOUR MAILING LIST. It is also a good idea to put on that piece of paper the number of the person who you got the article from. Get five $1 bills and place ONE inside each piece of paper that you just wrote on, and fold each piece of paper so the bill will not be seen in the envelope (otherwise, nosey people who like to steal envelopes with money in it will get yours). Put one paper inside the envelope and seal it. Do the same for all 5. You should now have 5 envelopes sealed, EACH have a piece of paper AND a $1 bill stuffed inside of the paper. Make sure those words that were stated above are stated on each paper. What you are doing is creating a service by this, this is PERFECTLY LEGAL. Now then, mail the 5 envelopes with the paper and $1 in each to the following 5 addresses: 1. S.Shaw 611 23rd Street Sacramento , Ca. 95816 2. G.Charters 5809 Hudson St. Vancouver , B.C. Canada. V6M2Z2 3. J.Burgess 73 Pebble Lane Blackwood , N.J. 08012 4. Occupant P.O. Box 721193 Houston,Tx 77272-1193 5. R.E.S 8884 Park ln #219 Dallas,TX 75231-1206 STEP 2: Now take the #1 name off the list that you see above, move the other 4 names up (5 becoming 4, 4 becoming 3, ect.) and put YOUR NAME as number 5 on the list. You can slightly alter this article if you need to, editing what you need to edit. STEP 3: Post your amended article (with your name at #5) to at least 200 news groups ( I think there are close to 18,000 of them). All you need is say, at least 200. HOW TO DO THIS: If you have Netscape 3.0 do EXACTLY the following: 1) Click on any news group like normal, THEN click on 'TO NEWS', which is on the far left when you're in the newsgroups page. This will bring up a box to type a message in. 2) Leave the newsgroup box like it is, CHANGE the subject box to something flashy, like, "NEED CASH $$$ READ HERE $$$" or "FAST CASH"!!! 3) Tab once and you should be ready to type. Now, retype (only once) THIS whole article WORD FOR WORD, except to insert your name at #5, and to remove #1 off the list, plus any other small changes you think you need to make. Keep almost all of it the SAME! 4) When you're done typing the WHOLE article, click on FILE in THIS BOX, RIGHT ABOUVE SEND, NOT WHERE IT SAYS NETSCAPE NEWS ON THE FIRST BOX. Click on SAVE AS when you're under FILE. Save you artcle as a text file to your C: or A: drive. DO NOT SEND OR POST YOUR ARTICLE UNTIL YOU DO THIS. Once saved, move on to number 5 below. 5) If you still have all of your text, send or post to this newsgroup now by just clicking send, which is right below FILE, and right above Cc: . 6)Here's where you're going to post all 200. OK, click on any news group then click on 'TO NEWS', again in the top left corner. Leave the NEWSGROUPS BOX alone again, put a flashy subject title in the SUBJECT BOX, hit TAB once you're in the body of the message, and then click on ATTACHMENTS, which is below the SUBJECT BOX. You will get another box to come up. Click on ATTACH FILE, then find YOUR file that you saved; click once on the file, and then click OPEN' now click on OK; if you did this right, you should see your file name in the attachments box, and it will be shaded green. IF YOU USE IE EXPLORER IT'S JUST AS EASY...HOLDING DOWN THE LEFT MOUSE BUTTON, HIGHLIGHT THIS ARTICLE. THEN PRESS THE "CRTL" KEY AND THE "C" KEY AT THE SAME TIME TO COPY THIS ARTICLE. THEN PRINT THIS ARTICLE FOR YOUR RECORDS TO HAVE THE NAMES OF THOSE YOU WILL BE SENDING $1 BILLS TO. NEXT GO TO THE NEWS GROUPS AND PRESS "POST AN ARTICLE" A WINDOW WILL OPEN. TYPE IN YOUR HEADLINE IN THE SUBJECT AREA AND THEN CLICK IN THE LARGE WINDOW BELOW. PRESS "CRTL" AND THEN "V" AND THE ARTICLE WILL BE PLACED IN THE WINDOW. IF YOU WANT TO EDIT THE ARTICLE, DO SO AND THEN HIGHLIGHT AND COPY IT AGAIN. NOW EVERYTIME YOU POST THE ARTICLE IN A NEW NEWSGROUP ALL YOU HAVE TO REPEAT "CTRL" AND "V" AND PRESS POST. 7)That's it. Each time you do this, all you have to do is type in a different newsgroup, so that way, it posts to 200 DIFFERENT newsgroups, you see? Now you just have 199 to go!! (Don't worry, each one takes about 30 seconds, once you get used to it) REMEMBER 200 IS THE MINIMUM. The more you post the more money you will make. AND THAT'S IT!!! THAT'S THE ONLY 3 STEPS THERE IS!!! You are now in the mail order business and will start recieving your $1 envelopes from various people all over the world within days. HINT THE MORE NEWSGROUPS YOU POST TO, THE MORE MONEY YOU WILL MAKE. You may want to rent a PO Box eventually because of all the mail. If you wish to stay anonymous, you can come up with a name, such as "manager" or "investor". Just make sure all the addresses are CORRECT, please. LET ME TELL YOU WHY THIS SYSTEM WORK!!!! Out of every 200 postings, let's say I ONLY recieve 5 replies, which is actually VERY LOW. So I made 5 dollars with my name at #5. Now then, each person who just sent me $1 makes, say only 200 postings, now with your name at number 4, WHICH IS A TOTAL OF 1000 POSTINGS, not including yours too. 50 people send you $1 now; thats $50 you just made! Now, then your new 50 agents post 200 each with YOUR NAME AT NUMBER 3, OR 10,000 POSTING (50x200). Average return is 500 at $1 each is $500. They make 200 postings, which is 5,000 returns at $1 each, which is $5000 dollars! And finally, 5000 people make 200 postings wach with YOUR NAME AT NUMBER 1. YOU NOW GET A RETURN OF $50,000 BEFORE YOUR NAME DROPS OFF THE LIST. AND THAT'S IF EVERYONE MAKES 200 POSTINGS ONLY, AND IF ONLY 5 PERSONS RESPOND!!!!! When your name is no longer on the list, you just take the latest posting that is appearing in the newsgroups, and SEND OUT ANOTHER $5 TO THE NAMES ON THE LIST, PUTTING YOUR NAME AT 5 AGAIN. And start posting again. The thing to remember is, do you realize that THOUSANDS OF PEOPLE ALL OVER THE WORLD ARE JOINING THE INTERNET AND READING THESE ARTICLES EVERY DAY, JUST LIKE YOU ARE RIGHT NOW!!! So can afford $5 dollars and see if it reall + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!news.sprintlink.net!news-peer.sprintlink.net!uunet!in1.uu.net!204.245.3.50!news.primenet.com!nickb From: nickb@primenet.com (Nick S Bensema) Newsgroups: rec.games.vectrex Subject: Light pen question. Date: 9 Jan 1997 06:23:01 -0700 Organization: Primenet (602)416-7000 Lines: 16 Message-ID: <5b2rfl$gn2@nnrp1.news.primenet.com> X-Posted-By: nickb@206.165.5.111 (nickb) About two years ago I found this light pen. It worked on a Commodore 64, but had two buttons. The second button read out on one of the paddle ports. These buttons were VERY sensitive. Not I don't know for sure if this is a Vectrex light pen, because I don't have any cartridges that use it. But I would like to know. I would also like to know if the Vectrex light pen will work on the Commodore 64, being read in the manner describes in the programmer's reference manual. -- N i c k B e n s e m a < n i c k b @ p r i m e n e t . c o m > ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 98-KUPD Red Card Holder #710563 WedSpc License #71.0563 + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!howland.erols.net!portc02.blue.aol.com!audrey01.news.aol.com!not-for-mail From: punkylo@aol.com (PunkyLo) Newsgroups: rec.games.vectrex Subject: Re:Star Wars Date: 9 Jan 1997 16:53:31 GMT Organization: AOL http://www.aol.com Lines: 2 Distribution: inet Message-ID: <19970109165100.LAA12020@ladder01.news.aol.com> NNTP-Posting-Host: ladder01.news.aol.com X-Admin: news@aol.com I don't have a PC but I have a great little version (@ 190k) for my Mac that is unusually faithful. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!howland.erols.net!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!uunet!in2.uu.net!205.229.114.11!dogbert.supra.com!v-wins-1-100.supra.com!user From: clay@supra.com (Clay Cowgill) Newsgroups: rec.games.vectrex Subject: Re: Moon Lander info Date: Thu, 09 Jan 1997 11:53:00 -0800 Organization: Diamond Multimedia, Communications Division Lines: 49 Distribution: inet Message-ID: References: <5akmmm$67d@ns2.southeast.net> <5av8gv$kq8@nnrp1.news.primenet.com> <5b1ddt$2sc@nnrp1.news.primenet.com> NNTP-Posting-Host: v-wins-1-100.supra.com In article <5b1ddt$2sc@nnrp1.news.primenet.com>, nickb@primenet.com (Nick S Bensema) wrote: > Would that still be a problem if collisions were detected completely > outside the drawing portions? Well, that's actually how it works, but the way the coordinate system is set up it functions like this: Fixed point numbers, 16 bits: aaaaaaaa.bbbbbbbb So in two bytes this allows the "a" byte to hold the absolute position of the ship, and the "b" byte acts as a fractional accumulator that the momentum and gravity and wind get added in to. The problem with the zoom is that the vectrex "zoom" is an analog function, and doesn't necessarily correlate to the screen coodinates. So while my collision detections work just fine mathematically, it's very hard to generate a display that accurately tracks what the math is doing (if you're using higher zoom numbers). (Just annoying stuff like lander legs that go into the ground and stuff.) I'm going to figure it out for Gravitar (or whatever) > I hope that when you finally make a game with a zoom like that, it doesn't > take too long to execute. We don't want to have to blame it for flicker. As long as you let the voltage reference in the DAC set the scale it's "free" from CPU cycles. If you start computing zoom it costs time... > I showed my mom Scramble and she said it looked like Protector II (her > Defender clone of choice). I think a Defender clone would be very > worthwhile on the Vectrex. > > Or, for that matter a Protector clone. Protector was a nice twist in > the Defender theme. True. I always kinda liked Repton too. Maybe Choplifter would be neat. It's just not right that Vectrex is about the only 80's system without Choplifter... *laugh* > How about Mario Bros? That could be neat. I'll have to recruit my artist friends to do decent animation. ;-) Clayton N. Cowgill Engineering Manager _____________________________________________________________________ /\ Diamond Multimedia Systems, Inc. clay@supra.com \/ Communications Division http://www.supra.com/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!su-news-hub1.bbnplanet.com!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!feed1.news.erols.com!insync!news.azstarnet.com!not-for-mail From: mercury@azstarnet.com (Mercury Hess) Newsgroups: rec.games.vectrex Subject: Amiga Joyboard for Trade Date: 9 Jan 1997 20:12:37 GMT Organization: Starnet Lines: 10 Distribution: inet Message-ID: <5b3jfl$6bg@news.azstarnet.com> NNTP-Posting-Host: web.azstarnet.com X-Newsreader: TIN [UNIX 1.3 950824BETA PL0] I have a Amiga Joyboard in very nice shape for trade for 2600/7800 games. Thanx. -- Tons of stuff for sale: http://www.azstarnet.com/~mercury/ Looking for Atari 2600/7800 and Vectrex carts!! I am the OFFICIAL keeper of the Taco Bell FAQ! Write me if you want it! If Grandma had balls, she'd be Grandpa! + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!howland.erols.net!feed1.news.erols.com!news.idt.net!news.cerf.net!news From: zonn@concentric.net (Zonn) Newsgroups: rec.games.vectrex Subject: Re: Anyone thought about a Star Wars game? Date: Thu, 09 Jan 1997 23:24:33 GMT Organization: CERFnet Lines: 24 Distribution: inet Message-ID: <32d979e9.7490891@news.cerfnet.com> References: <19970108175500.MAA09398@ladder01.news.aol.com> Reply-To: zonn@concentric.net NNTP-Posting-Host: isdn-books.annabooks.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/16.339 clay@supra.com (Clay Cowgill) wrote: ~ In article <19970108175500.MAA09398@ladder01.news.aol.com>, ~ ghudson110@aol.com (GHudson110) wrote: ~ ~ > The Star Wars Arcade game is my favorite vector game, and my Vectrex is ~ > begging for it. ~ ~ Not enough CPU. :-( At least not for a "true" 3-D version, but something ~ like the old Atari/C64 home versions could be done. (all graphics are ~ table driven and pre-computed) It's a big chunk of code. ~ ~ I suggested Battlezone a while back by using a cartridge with another ~ processor to handle the true 3-D transforms, but everyone got a bit grumpy ~ about that idea... Wouldn't work on the emulator... ;-) Wait. Are you saying that big powerful 6809 processor can't keep up with the little whimpy TTL processor used in the Cinematronics games? Have you ever seen Tail Gunner? Now there's some high speed real-time 3D effects, all done in 8k of memory. Doesn't the 6809 have a MUL instruction? ;^) -Zonn BTW: Keep up the great job of programming! + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!howland.erols.net!news.sprintlink.net!news-peer.sprintlink.net!uunet!in1.uu.net!205.164.220.8!news.monmouth.com!news From: pcjohn@monmouth.com (John Dondzila) Newsgroups: rec.games.vectrex Subject: Re: Anyone thought about a Star Wars game? Date: Fri, 10 Jan 1997 00:12:10 GMT Organization: Arcade's Are Us Lines: 13 Distribution: inet Message-ID: <5b41i3$il8@news.monmouth.com> References: <19970108175500.MAA09398@ladder01.news.aol.com> <32d979e9.7490891@news.cerfnet.com> Reply-To: pcjohn@monmouth.com NNTP-Posting-Host: pa-ppp9.monmouth.com X-Newsreader: Forte Free Agent 1.0.82 >Wait. Are you saying that big powerful 6809 processor can't keep up with the >little whimpy TTL processor used in the Cinematronics games? Have you ever seen >Tail Gunner? Now there's some high speed real-time 3D effects, all done in 8k >of memory. Doesn't the 6809 have a MUL instruction? ;^) The problem is that "wimpy" little 6809 is overburdened with drawing the vectors on the screen. The Cin. games had more hardware to handle this aspect. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!newsgate.cuhk.edu.hk!news.glink.net.hk!uunet!in2.uu.net!205.229.114.11!dogbert.supra.com!v-wins-1-100.supra.com!user From: clay@supra.com (Clay Cowgill) Newsgroups: rec.games.vectrex Subject: Re: Anyone thought about a Star Wars game? Date: Thu, 09 Jan 1997 16:53:06 -0800 Organization: Diamond Multimedia, Communications Division Lines: 42 Distribution: inet Message-ID: References: <19970108175500.MAA09398@ladder01.news.aol.com> <32d979e9.7490891@news.cerfnet.com> NNTP-Posting-Host: v-wins-1-100.supra.com In article <32d979e9.7490891@news.cerfnet.com>, zonn@concentric.net wrote: > Wait. Are you saying that big powerful 6809 processor can't keep up with the > little whimpy TTL processor used in the Cinematronics games? Have you ever seen > Tail Gunner? Now there's some high speed real-time 3D effects, all done in 8k > of memory. Doesn't the 6809 have a MUL instruction? ;^) Three words: Hardware Line Drawing. ;-) Although the Vectrex uses analog integrators to handle the line deflection during drawing, the CPU still has to babysit the entire operation. In Star Wars (or any other Atari vector game) there's a cool little hardware state machine that reads a display list from memory and draws everything completely independantly from the CPU. Pretty snazzy. The Cinematronics core hardware is pretty cool really. But I don't think Tail gunner is "real" 3D, just some clever use of zooming... The 6809 can do some OK matrix transforms for 3-D stuff, but it runs out of "oomph" pretty quickly. Atari did some custom math logic on Star Wars to assist the 6809 that runs the show. Still though... I think I'll write a little pseudo 3-D demo program to show off something I came up with. (On another note-- I discovered something interesting while programming at lunch today... If you draw objects that are more of less "cyclic" in nature (like you end up at the same point you start at and go more or less the same direction in all directions), the integrator drift is really minimized and you can draw a lot of vectors at a time without doing a "reset0ref" to reset the integrator caps. In non-programmer terms, I can draw a bunch of stuff in a row without having to spend time and memory breaking up complex images into smaller parts... I've got a "planet" made up of 50 vectors zooming in and out simultaneously with Moon Lander playing and there's still no flicker...) -Clay Clayton N. Cowgill Engineering Manager _____________________________________________________________________ /\ Diamond Multimedia Systems, Inc. clay@supra.com \/ Communications Division http://www.supra.com/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!howland.erols.net!vixen.cso.uiuc.edu!news.sprintlink.net!news-peer.sprintlink.net!uunet!in1.uu.net!205.164.220.8!news.monmouth.com!news From: pcjohn@monmouth.com (John Dondzila) Newsgroups: rec.games.vectrex Subject: Re: Anyone thought about a Star Wars game? Date: Fri, 10 Jan 1997 02:24:38 GMT Organization: Arcade's Are Us Lines: 33 Distribution: inet Message-ID: <5b49an$199@news.monmouth.com> References: <19970108175500.MAA09398@ladder01.news.aol.com> <32d979e9.7490891@news.cerfnet.com> Reply-To: pcjohn@monmouth.com NNTP-Posting-Host: pa-ppp3.monmouth.com X-Newsreader: Forte Free Agent 1.0.82 >Still though... I think I'll write a little pseudo 3-D demo program to >show off something I came up with. There's a program called 3D rotating cube which I disassembled awhile ago. I couldn't figure out much of it (I'm more of a logic programmer, my math is terrible) but it utilized many of the drawing routines for handling rotation in the Exec ROM. It was pretty small and didn't seem to use much RAM. >(On another note-- I discovered something interesting while programming at >lunch today... If you draw objects that are more of less "cyclic" in >nature (like you end up at the same point you start at and go more or less >the same direction in all directions), the integrator drift is really >minimized and you can draw a lot of vectors at a time without doing a >"reset0ref" to reset the integrator caps. In non-programmer terms, I can >draw a bunch of stuff in a row without having to spend time and memory >breaking up complex images into smaller parts... I've got a "planet" made >up of 50 vectors zooming in and out simultaneously with Moon Lander >playing and there's still no flicker...) But doesn't the end of the series of lines "wave", just like some of the letters in the title screen of Moon Lander ? This has always been my problem with drawing too many vectors. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!uunet!in3.uu.net!205.164.220.8!news.monmouth.com!news From: pcjohn@monmouth.com (John Dondzila) Newsgroups: rec.games.vectrex Subject: New Vectrex/Gaming Info !!! Date: Fri, 10 Jan 1997 02:32:46 GMT Organization: Arcade's Are Us Lines: 43 Distribution: inet Message-ID: <5b49pu$2gs@news.monmouth.com> Reply-To: pcjohn@monmouth.com NNTP-Posting-Host: pa-ppp3.monmouth.com X-Newsreader: Forte Free Agent 1.0.82 Happy New Year !!! Alright, I'm over a week late ...... Anyway, I'd like to invite anyone who hasn't been on my web page in awhile and anyone else who hasn't seen it yet to come check out "John's Creations - Year 2". It's most of the same stuff, but on a new, faster server (SO LONG AOL !!!) with a great new look (and loads of sound for those with Explorer or Navigator). What's New : - Original documented (sort of) source code for Vector Vaders, Patriots and Rockaroids as well as the binaries. - Binary images for my new graphics versions of Atari 2600 Space Invaders and Air/Sea Combat - Binary image for my first Colecovision playable demo (yes, the one that does sprites). - Some thought to be lost, original Quick Basic arcade games recently recovered. What else is there: - New pictures of my 8 arcade machines (including Asteroids Deluxe & Gunfight) - Atari 2600 Ramcart plans - Odyssey II 56 Game Multicart - More info on my Colecovision projects. - More goodies and useless pictures of myself. Check it out at http://www.monmouth.com/~pcjohn/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!news.sprintlink.net!news-peer.sprintlink.net!uunet!in1.uu.net!204.245.3.50!news.primenet.com!nickb From: nickb@primenet.com (Nick S Bensema) Newsgroups: rec.games.vectrex Subject: Reset diagnostic? Date: 9 Jan 1997 23:25:02 -0700 Organization: Primenet (602)416-7000 Lines: 19 Message-ID: <5b4nbu$nfu@nnrp1.news.primenet.com> X-Posted-By: nickb@206.165.5.102 (nickb) I turned my Vectrex on, turned the brightness up full blast, and held down the Reset button. The electron gun stopped where it was, but it started to drift somewhat rapidly to the upper right. It seemed to drift in the same direction as certain objects on my screen seem to be "bent". Does this indicate a magnetic problem with the picture tube, rather than an electrical one? If so, can I just degauss the monitor to fix it:? -- N i c k B e n s e m a < n i c k b @ p r i m e n e t . c o m > ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 98-KUPD Red Card Holder #710563 WedSpc License #71.0563 + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!worldnet.att.net!feed1.news.erols.com!insync!news.azstarnet.com!not-for-mail From: mercury@azstarnet.com (Mercury Hess) Newsgroups: rec.games.vectrex Subject: Re: Amiga Joyboard for Trade Date: 10 Jan 1997 07:51:32 GMT Organization: Starnet Lines: 13 Distribution: inet Message-ID: <5b4se4$g5b@news.azstarnet.com> References: <5b3jfl$6bg@news.azstarnet.com> NNTP-Posting-Host: web.azstarnet.com X-Newsreader: TIN [UNIX 1.3 950824BETA PL0] Mercury Hess (mercury@azstarnet.com) wrote: : I have a Amiga Joyboard in very nice shape for trade for 2600/7800 games. : Thanx. Argh. How the hell did this get here? Sorry. :) Tons of stuff for sale: http://www.azstarnet.com/~mercury/ Looking for Atari 2600/7800 and Vectrex carts!! I am the OFFICIAL keeper of the Taco Bell FAQ! Write me if you want it! If Grandma had balls, she'd be Grandpa! + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!news.idt.net!cdc2.cdc.net!newsfeed.concentric.net!news-master!news From: zonn@concentric.net (Zonn Moore) Newsgroups: rec.games.vectrex Subject: Re: Anyone thought about a Star Wars game? Date: Fri, 10 Jan 1997 08:18:24 GMT Organization: Concentric Internet Services Lines: 53 Distribution: inet Message-ID: <32defb06.5453063@news.concentric.net> References: <19970108175500.MAA09398@ladder01.news.aol.com> <32d979e9.7490891@news.cerfnet.com> Reply-To: zonn@concentric.net NNTP-Posting-Host: cnc132087.concentric.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/16.339 On Thu, 09 Jan 1997 16:53:06 -0800, in rec.games.vectrex you wrote: ~ In article <32d979e9.7490891@news.cerfnet.com>, zonn@concentric.net wrote: ~ ~ > Wait. Are you saying that big powerful 6809 processor can't keep up with the ~ > little whimpy TTL processor used in the Cinematronics games? Have you ~ ever seen ~ > Tail Gunner? Now there's some high speed real-time 3D effects, all done in 8k ~ > of memory. Doesn't the 6809 have a MUL instruction? ;^) ~ ~ Three words: Hardware Line Drawing. ;-) Although the Vectrex uses analog ~ integrators to handle the line deflection during drawing, the CPU still ~ has to babysit the entire operation. In Star Wars (or any other Atari ~ vector game) there's a cool little hardware state machine that reads a ~ display list from memory and draws everything completely independantly ~ from the CPU. Pretty snazzy. According to my friend Bill who talked to a technician that worked at Cinematronics, when the Vectrex was being created. Vectrex used Cinematronics patents to build their game. If you look closely at the Cinematronics CPU card's schematic you see the same integrators, the CPU has to set the starting voltages, then switch to the ending voltages and wait for the capacitors to charge to the new position. All switched with an analog multiplexor -- very similar to the Vectrex. Part of the technology exchange is why so many of the initial Vectrex games were Cinematronics clones. They even reversed the favor by doing a Cosmic Chasm clone at Cinematronics. ~ The Cinematronics core hardware is pretty cool really. But I don't think ~ Tail gunner is "real" 3D, just some clever use of zooming... Maybe, but there are a *lot* (way beyond my abilities to count) of different angles of four different types of ships. They seem to have an infinite ability to rotate on all three axis as they fly towards you. Even at maximum size there is no jerkiness to their rotations. Zooming would entail keeping tables of every possible angle in memory and then displaying them at different Zoom levels (correct me if I'm wrong). There's only 8k of EPROM, the ships are fairly intricate in the number of vectors each ship uses, can that many tables be fit into 8k of ROM with room for the rest of the game logic? ~ The 6809 can do some OK matrix transforms for 3-D stuff, but it runs out ~ of "oomph" pretty quickly. Atari did some custom math logic on Star Wars ~ to assist the 6809 that runs the show. I think the biggest thing Cinematronics had going for it is the 20mhz clock. ~ Still though... I think I'll write a little pseudo 3-D demo program to ~ show off something I came up with. That would be cool! -Zonn + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!news.fast.net!uunet!in1.uu.net!206.250.118.17!nntp.earthlink.net!usenet From: Micheal Polucha Newsgroups: rec.games.vectrex Subject: 5200 carts for Vectrex? Date: Thu, 09 Jan 1997 23:24:07 -0800 Organization: Earthlink Network, Inc. Lines: 13 Distribution: inet Message-ID: <32D5EE97.49D6@acm.org> Reply-To: mpolucha@acm.org NNTP-Posting-Host: tsb-oc-03.earthlink.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) I would like to trade some of my atari 5200 carts for a Vectrex system. I have the following carts: Rescue on Fractalus (loose, boxed opened/unopened) Ballblazer (boxed open/unopened) Choplifter (boxed open/unopened) Vanguard (boxed open/unopened) Missile Command (see above) Galaxian (see above) Please make an offer. NO reasonable offer will be ignored. (Have multiple carts available of each game.) Mail to mpolucha@earthlink.net + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news.uoregon.edu!newsfeed.orst.edu!dogbert.supra.com!v-wins-1-100.supra.com!user From: clay@supra.com (Clay Cowgill) Newsgroups: rec.games.vectrex Subject: Re: Anyone thought about a Star Wars game? Date: Fri, 10 Jan 1997 10:13:06 -0800 Organization: Diamond Multimedia, Communications Division Lines: 82 Distribution: inet Message-ID: References: <19970108175500.MAA09398@ladder01.news.aol.com> <32d979e9.7490891@news.cerfnet.com> <5b49an$199@news.monmouth.com> NNTP-Posting-Host: v-wins-1-100.supra.com In article <5b49an$199@news.monmouth.com>, pcjohn@monmouth.com wrote: > >Still though... I think I'll write a little pseudo 3-D demo program to > >show off something I came up with. > > There's a program called 3D rotating cube which I > disassembled awhile ago. I couldn't figure out much of it (I'm more > of a logic programmer, my math is terrible) but it utilized many of > the drawing routines for handling rotation in the Exec ROM. I think 3D rot-cube is using exec calls to transform points like a "2d" point. The smarter way to do it for 3D is to use Matrix transformations that can apply rotation and translation simultaneously with some matrix math. That's for "real" 3D projection, but with the Vectrex's equilavent of a hardware zoom, it makes sense to use that when you can... > It was pretty small and didn't seem to use much RAM. True, but you're only transforming 8 points. A tank in Atari's Battlezone is over 40 points (without treads). The main problem is with making 40 calls per tank, per frame into the exec rom. You run out of MIPs real fast. :-( I'll try to get a demo up in the next few days. I pre-rendered a Battlezone tank on my Mac, projected it, overlayed it with a grid, transcribed the vertices, fed the vertex list into an Excel spreadsheet to get the vector list, and built a table set with sixteen views of the tank rotating. Then I use the hardware scaler and z-axis intensity to make simple depth-cueing. It looks like it'll work pretty neat. > >(On another note-- I discovered something interesting while programming at > >lunch today... If you draw objects that are more of less "cyclic" in > >nature (like you end up at the same point you start at and go more or less > >the same direction in all directions), the integrator drift is really > >minimized and you can draw a lot of vectors at a time without doing a > >"reset0ref" to reset the integrator caps. In non-programmer terms, I can > >draw a bunch of stuff in a row without having to spend time and memory > >breaking up complex images into smaller parts... I've got a "planet" made > >up of 50 vectors zooming in and out simultaneously with Moon Lander > >playing and there's still no flicker...) > > But doesn't the end of the series of lines "wave", just > like some of the letters in the title screen of Moon Lander ? Depends. That actually varies from machine to machine. The effect is related to how good the caps are in your Vectrex. The Vectrex uses an analog integrator that sets a voltage to the sample and hold. If there's any leakage in the sample and hold and or the integrator caps, you get "drift". By calling "reset0ref" in the exec ROM you can short out the integrator caps, which results with the beam returning to the center of the screen and zero-ing errors in the integration. Moon Lander is actually being a little "lazy" on the title screen-- I reset the integrators after every two letters. I could do it every one pretty easy, which I probably will do to make it more stable. (The Moon Lander title screen is over 150 vectors, which is really pushing the Vectrex pretty hard... drift seems more noticeable with high-intensity drawing too.) Since the stuff I was drawing was almost exactly symmetrical, I think integrator errors were minimized. There was no visible drift on my machine. I'll put it up shortly and see what the rest of you notice. (This is kinda general discussion now, since I know John has a pretty good grip on how to write stuff... *grin* ;-) On the Vectrex, "wobble" and "drift" are generally related to integrator function and actually vary from machine to machine. I was kinda tempted to replace my integrator caps with good Metalized Polycarbonate caps and "stabilize" it, but then I thought that would probably be "bad" for being able to see how "other" Vectrexen would see something I wrote. :-/ Flicker on the Vectrex is the direct result of "falling out of frame rate" by not getting all your vectors drawn before the frame timer expires. I so far haven't dropped out of frame rate on anything, so I might go back and add more "reset0ref"s just to keep ultra-stable. Ever get the feeling we need "rec.games.vectrex.programmer" ? ;-) -Clay Clayton N. Cowgill Engineering Manager _____________________________________________________________________ /\ Diamond Multimedia Systems, Inc. clay@supra.com \/ Communications Division http://www.supra.com/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!news.bbnplanet.com!su-news-hub1.bbnplanet.com!arclight.uoregon.edu!news.uoregon.edu!newsfeed.orst.edu!dogbert.supra.com!v-wins-1-100.supra.com!user From: clay@supra.com (Clay Cowgill) Newsgroups: rec.games.vectrex Subject: Re: Anyone thought about a Star Wars game? Date: Fri, 10 Jan 1997 10:30:24 -0800 Organization: Diamond Multimedia, Communications Division Lines: 74 Distribution: inet Message-ID: References: <19970108175500.MAA09398@ladder01.news.aol.com> <32d979e9.7490891@news.cerfnet.com> <32defb06.5453063@news.concentric.net> NNTP-Posting-Host: v-wins-1-100.supra.com In article <32defb06.5453063@news.concentric.net>, zonn@concentric.net wrote: > According to my friend Bill who talked to a technician that worked at > Cinematronics, when the Vectrex was being created. Vectrex used Cinematronics > patents to build their game. If you look closely at the Cinematronics CPU > card's schematic you see the same integrators, the CPU has to set the starting > voltages, then switch to the ending voltages and wait for the capacitors to > charge to the new position. All switched with an analog multiplexor -- very > similar to the Vectrex. I'm going to disagree a bit here. The Cinematronics games used a monitor that had all the X/Y/Z generation built into the monitor. There are two DAC-80's (12 bit DACs) and a Z amp on the monitor. When you look at Cinemat stuff like "Boxing Bugs" the output stage is just like an Atari Analog Vector Generator. (Two 12 bit DACs feed to analog integrators, that cross-multiply a correction factor for the Wells Gardner XY monitor, with a few latches that make the intensity for the color guns...) On the Vectrex you have a single 8-bit DAC that has to serve as the X axis, Y axis, Z intensity, and joystick read hardware (and other stuff)! As a result, programs spend a lot of time rummaging around in the exec rom making that single DAC do everything. Takes a lot of time. > Maybe, but there are a *lot* (way beyond my abilities to count) of different > angles of four different types of ships. They seem to have an infinite ability > to rotate on all three axis as they fly towards you. Even at maximum size there > is no jerkiness to their rotations. Zooming would entail keeping tables of > every possible angle in memory and then displaying them at different Zoom levels > (correct me if I'm wrong). There's only 8k of EPROM, the ships are fairly > intricate in the number of vectors each ship uses, can that many tables be fit > into 8k of ROM with room for the rest of the game logic? True, I guess I don't remember Tail Gunner well enough to really comment. I remember a neat little "fly around" sequence when the bad guys first appear, but after that I don't recall anything but them just "zooming" closer. Haven't seen that running in 16 years or so... ;-) Tables probably wouldn't cut it. I take around 1.5K just for one tank rotating on one axis... (If you do 16 degrees of rotation on one axis with a 30 point object it takes about 1.5K... If you have 16 of those with rotation on the other axis that's 24K, and now 16 more for the other axis is 384K... You get the idea. ;-) > ~ The 6809 can do some OK matrix transforms for 3-D stuff, but it runs out > ~ of "oomph" pretty quickly. Atari did some custom math logic on Star Wars > ~ to assist the 6809 that runs the show. > > I think the biggest thing Cinematronics had going for it is the 20mhz clock. Yep, and a CPU architecture that was totally no-frills for anything but what they were doing... > ~ Still though... I think I'll write a little pseudo 3-D demo program to > ~ show off something I came up with. > > That would be cool! It looks good so far. Let me say though, that translating points by hand really sucks. The good thing about my pre-computed tank is that it has hidden-line removal "for free". I'm going to have to write some sort of Visual Basic vector-editor... -Clay Clayton N. Cowgill Engineering Manager _____________________________________________________________________ /\ Diamond Multimedia Systems, Inc. clay@supra.com \/ Communications Division http://www.supra.com/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news.uoregon.edu!newsfeed.orst.edu!dogbert.supra.com!v-wins-1-100.supra.com!user From: clay@supra.com (Clay Cowgill) Newsgroups: rec.games.vectrex Subject: Emulator bug... Date: Fri, 10 Jan 1997 13:50:38 -0800 Organization: Diamond Multimedia, Communications Division Lines: 29 Message-ID: NNTP-Posting-Host: v-wins-1-100.supra.com Thought I'd share this... I found a bug in the emulator. It doesn't really affect gameplay, but it makes a difference if you're programming and using the emulator for development. The emulator takes intensity settings as 8 bits as they feed into the DAC-- the Vectrex really treats the brightness(intensity) control as a seven bit number. Setting the high bit of the intensity in the emulator results in a very bright image. Setting the high bit of the intensity with a real Vectrex results in no image (actually a really dark, kinda weird image "shadow" if you turn up the brightness a bunch). Also, the usable dynamic range of the intensity on a real Vectrex is more like a log curve-- the image really isn't even visible on most systems until 32-50 decimal, and then brightness variations get to be very hard to distinguish in the upper end close to 127. The emulator treats everything like the brightness response is linear. Not a problem for existing games, but it's easy to make "invisible" stuff by accident on a "real" vectrex if you write the code on the emulator... Just an FYI... -Clay Clayton N. Cowgill Engineering Manager _____________________________________________________________________ /\ Diamond Multimedia Systems, Inc. clay@supra.com \/ Communications Division http://www.supra.com/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!insync!feed1.news.erols.com!howland.erols.net!vixen.cso.uiuc.edu!chaos.crhc.uiuc.edu!news2.acs.oakland.edu!newsfeed.concentric.net!news-master!news From: zonn@concentric.net (Zonn Moore) Newsgroups: rec.games.vectrex Subject: Re: Anyone thought about a Star Wars game? Date: Sat, 11 Jan 1997 03:09:14 GMT Organization: Concentric Internet Services Lines: 125 Distribution: inet Message-ID: <32da0315.3027246@news.concentric.net> References: <19970108175500.MAA09398@ladder01.news.aol.com> <32d979e9.7490891@news.cerfnet.com> <32defb06.5453063@news.concentric.net> Reply-To: zonn@concentric.net NNTP-Posting-Host: cnc132034.concentric.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/16.339 On Fri, 10 Jan 1997 10:30:24 -0800, clay@supra.com (Clay Cowgill) wrote: ~ In article <32defb06.5453063@news.concentric.net>, zonn@concentric.net wrote: ~ ~ > According to my friend Bill who talked to a technician that worked at ~ > Cinematronics, when the Vectrex was being created. Vectrex used Cinematronics ~ > patents to build their game. If you look closely at the Cinematronics CPU ~ > card's schematic you see the same integrators, the CPU has to set the starting ~ > voltages, then switch to the ending voltages and wait for the capacitors to ~ > charge to the new position. All switched with an analog multiplexor -- very ~ > similar to the Vectrex. ~ ~ I'm going to disagree a bit here. The Cinematronics games used a monitor ~ that had all the X/Y/Z generation built into the monitor. There are two ~ DAC-80's (12 bit DACs) and a Z amp on the monitor. ~ ~ When you look at Cinemat stuff like "Boxing Bugs" the output stage is just ~ like an Atari Analog Vector Generator. (Two 12 bit DACs feed to analog ~ integrators, that cross-multiply a correction factor for the Wells Gardner ~ XY monitor, with a few latches that make the intensity for the color ~ guns...) Only after the line drawing circuitry is the Atari and the Boxing Bug analog circuitry similar. According to Bill's friend this was a blatant rip off of Atari, stolen right from the schematics. Generating the line is still the same technology as Vectrex. The patent describes charging a capacitor to a set voltage, then integrating it to a new voltage to "draw" a line. In this respect Cinematronics and Vectrex use the same line drawing techniques. ~ On the Vectrex you have a single 8-bit DAC that has to serve as the X ~ axis, Y axis, Z intensity, and joystick read hardware (and other stuff)! ~ As a result, programs spend a lot of time rummaging around in the exec rom ~ making that single DAC do everything. Takes a lot of time. The biggest difference between Vectrex and the Cinematronics X/Y circuitry is that Cinematronics can load both the X and Y positions into their respective capacitors in one command instead of loading X, switching a multiplexor then loading Y. One still must load X & Y, switch a multiplexor then load the ending X & Y. Z must be loaded before the line is drawn by setting a flip flop (Vectrex is actually nicer in this respect, you have more than 2 intensities). Intensities (Solar Quest) are done by using the same data lines used to drive the Y DAC, to send a 6 bit value to a latched intensity DAC. Color apparently uses the same lines, but 12 bits are latched into the R G B level DACs (I don't have a schematic for the color board on Boxing Bugs, but have partially traced it out). The reading of a Joystick is nearly the same as Vectrex. A value is placed in the *shared* Y axis DAC, a reading from a comparator is taken and returned as a single Hi/Lo bit, it's up to the software to do whatever type of binary search it takes to determine the joysticks value. So to draw a line software must, set the Z-axis (DAC or Flip Flop), set the X & Y starting point, set the X & Y ending points, wait for the line to finish before drawing the next one. The DAC is shared by the joystick. All very similar to the Vectrex. ~ > Maybe, but there are a *lot* (way beyond my abilities to count) of different ~ > angles of four different types of ships. They seem to have an infinite ~ ability ~ > to rotate on all three axis as they fly towards you. Even at maximum ~ size there ~ > is no jerkiness to their rotations. Zooming would entail keeping tables of ~ > every possible angle in memory and then displaying them at different ~ Zoom levels ~ > (correct me if I'm wrong). There's only 8k of EPROM, the ships are fairly ~ > intricate in the number of vectors each ship uses, can that many tables be fit ~ > into 8k of ROM with room for the rest of the game logic? ~ ~ True, I guess I don't remember Tail Gunner well enough to really comment. ~ I remember a neat little "fly around" sequence when the bad guys first ~ appear, but after that I don't recall anything but them just "zooming" ~ closer. Haven't seen that running in 16 years or so... ;-) If your anywhere in the San Diego area, stop by Gaymonds RGVAC party he's throwing on the 19th, there'll be one there -- and a Boxing Bugs. ~ Tables ~ probably wouldn't cut it. I take around 1.5K just for one tank rotating ~ on one axis... ~ ~ (If you do 16 degrees of rotation on one axis with a 30 point object it ~ takes about 1.5K... If you have 16 of those with rotation on the other ~ axis that's 24K, and now 16 more for the other axis is 384K... You get the ~ idea. ;-) ~ ~ > ~ The 6809 can do some OK matrix transforms for 3-D stuff, but it runs out ~ > ~ of "oomph" pretty quickly. Atari did some custom math logic on Star Wars ~ > ~ to assist the 6809 that runs the show. I know, I wrote a mathbox dissassembler for the Atari mathbox (this was for Tempest, I don't know if it's the same Mathbox used in Star Wars), some pretty clever firmware. (If anyone is truly interested let me know and I'll publish it, with source code, somewhere. I'll need to spend some time writing up a description of the opcodes I made up for the instructions since at this point the mnemonics only make sense to me.) ~ > ~ > I think the biggest thing Cinematronics had going for it is the 20mhz clock. ~ ~ Yep, and a CPU architecture that was totally no-frills for anything but ~ what they were doing... It was designed to play vectored graphic games. So was the Vectrex, just cheaper (er, less expensive :^) ~ ~ > ~ Still though... I think I'll write a little pseudo 3-D demo program to ~ > ~ show off something I came up with. ~ > ~ > That would be cool! ~ ~ It looks good so far. Let me say though, that translating points by hand ~ really sucks. The good thing about my pre-computed tank is that it has ~ hidden-line removal "for free". That IS cool! ~ I'm going to have to write some sort of ~ Visual Basic vector-editor... More than half of programming is writing programs to help you write your program... -Zonn + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news.icm.edu.pl!news.nacamar.de!uunet!in2.uu.net!204.245.3.50!news.primenet.com!nickb From: nickb@primenet.com (Nick S Bensema) Newsgroups: rec.games.vectrex Subject: Video of Zanen replacement Date: 10 Jan 1997 20:07:01 -0700 Organization: Primenet (602)416-7000 Lines: 24 Message-ID: <5b704l$c8q@nnrp1.news.primenet.com> X-Posted-By: nickb@206.165.5.101 (nickb) I would like a video tape of what is involved in repairing a Vectrex with the Zanen kit, so I know whether I could do it myself or whether I should hire a friend to do it for me, or even whether my problem is a capacitor problem or a magnetic problem. It should include taking the thing apart, discharging the picture tube, replacing one or two capacitors, and putting the thing back together. Before and after pictures of the Vectrex screen would be nice, too. This video would, once I'm done with it, be passed to the next Vectrex junkie who is a bit timid about fixing his ailing Vectrex, and caution those in case the tube isn't all that needs to be discharged. As a side note, as nobody ever answers any of my questions here... I'd also like to know, once and for all, whether the dot is supposed to move whe3n I crank up the brightness and hold down Reset, or rather, whether it is instead supposed to kill my Vectrex and I shouldn't do it. -- N i c k B e n s e m a < n i c k b @ p r i m e n e t . c o m > ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 98-KUPD Red Card Holder #710563 WedSpc License #71.0563 + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!gatech!EU.net!uknet!usenet1.news.uk.psi.net!uknet!dispatch.news.demon.net!demon!merp.demon.co.uk!not-for-mail From: postmaster@localhost (Julie Brandon) Newsgroups: rec.games.vectrex Subject: Re: BIG SCREEN VECTREX! Date: Sat, 11 Jan 1997 04:55:25 GMT Lines: 45 Message-ID: <32fb1b64.41421340@news.demon.co.uk> References: <65a_9701072103@genesplicer.org> Reply-To: postmaster@localhost NNTP-Posting-Host: merp.demon.co.uk X-NNTP-Posting-Host: merp.demon.co.uk X-Newsreader: Forte Agent .99g/32.339 X-No-Archive: yes MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit On 07 Jan 97 07:56:38 , Joey.McDonald@209-254-8.genesplicer.org (Joey McDonald) wrote: >You are aware of the mini LCD big-screen projectors (such as the >Fujix P401 (up to 40") and the P701 (up to 100"). These units >are about as big as a camcorder and can project a bright, crisp >BIG SCREEN image on any white surface. I'm really confused... Surely- LCD = dot-matrix system = pixels Vectrex = vectors = not pixels The vectrex works by changing the direction of the electron beam around the screen (deflection), how could you make the signals from a vectrex work on a LCD screen (which would presumably require a raster-style input). This isn't just an "apples vs oranges" problem; this is an "apples vs housebrick" problem isn't? The *only* way you could do it would be to digitise the vectrex screen in real-time, or use a video camera focused on the vectrex, to get a suitable signal for the LCD display? You *couldn't* do it by hacking the hardware - you'd have to rewrite all the vectrex software (the games mainly) as well! !!! ??? Yours, Confused and doubtful but open to correction, Julie PS I hope this was a troll! *8-) -- NOTE: Addresses in headers are wrong for anti-spam reasons; use julie (at) merp.demon.co.uk instead. Some spam address collecting software now searches whole message bodies for valid address, so send your spams to nfic@internetMCI.com and postmaster@localhost [ *8-) ] + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!howland.erols.net!newspump.sol.net!mindspring!news9.agis.net!agis!newspeer1.agis.net!agis!news.monmouth.com!news From: pcjohn@monmouth.com (John Dondzila) Newsgroups: rec.games.vectrex Subject: Re: Video of Zanen replacement Date: Sat, 11 Jan 1997 14:54:04 GMT Organization: Arcade's Are Us Lines: 22 Distribution: inet Message-ID: <5b89k8$sdf@news.monmouth.com> References: <5b704l$c8q@nnrp1.news.primenet.com> Reply-To: pcjohn@monmouth.com NNTP-Posting-Host: pa-ppp4.monmouth.com X-Newsreader: Forte Free Agent 1.0.82 If you don't have the electronic experience to replace a dozen or so capacitors on a HV board, then I don't suggest you try it. Especially since I hear that a couple of caps in the Zanen kit are not the correct size. When your replace caps in a monitor you are also supposed to readjust the high voltage as well, and without the specs and an HV probe, I think this is on the difficult side. So unless your Vec really, really needs it, my advice is don't bother. If your system needs repair, contact Sean Kelly, he can help. Maybe for a fee he can even do the cap replacement. Ask him. As for that reset button question, mine does the same think. Old capacitors will do that. Since it's not a normal part of the operation, then don't bother worrying. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!howland.erols.net!EU.net!Austria.EU.net!01-newsfeed.univie.ac.at!02-newsfeed.univie.ac.at!newsfeed.de.ibm.net!newsfeed.uk.ibm.net!news-m01.ny.us.ibm.net!news-s01.ny.us.ibm.net!not-for-mail From: esmurf@ibm.net Newsgroups: rec.games.vectrex Subject: Virtual Boy != Vectrex (but damned it's fun) Date: Fri, 10 Jan 1997 21:15:53 -0800 Lines: 6 Distribution: inet Message-ID: <32D72209.340D@ibm.net> Reply-To: esmurf@ibm.net NNTP-Posting-Host: slip166-72-208-155.ca.us.ibm.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0Gold (Win95; I) for those of you interested in the vectrex, the VB might also catch your fancy. pick one of these discontinued and underrated units at Electronic Boutique for $30.- i built up my library of games for $1.99 each from blockbusters clearence section. cheers, es- + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!howland.erols.net!math.ohio-state.edu!uwm.edu!reuter.cse.ogi.edu!news.willamette.edu!minerva!dcurtis From: Digital Press Newsgroups: rec.games.vectrex,rec.games.video.misc,rec.games.video.atari Subject: DPG 4 reviewed in "Tips & Tricks" magazine Date: Sat, 11 Jan 1997 09:51:21 -0800 Organization: Willamette University, Salem, OR, USA Lines: 38 Distribution: inet Message-ID: NNTP-Posting-Host: minerva.willamette.edu Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Xref: csus.edu rec.games.vectrex:6264 rec.games.video.misc:42986 rec.games.video.atari:96719 From "Tips & Tricks" magazine, December 1996, p. 54: ------------------------------------------------------------------------ CLASSIC VIDEO GAMES COLLECTOR'S GUIDE With all the of the "classic" video game collections we've seen recently -- Nintendo's "Donkey Kong," "Space Invaders" and Arcade Classics series for Game Boy, the "Arcade Classics" cartridges for Genesis and Game Gear, Namco's "Museum" discs for PlayStation and "Williams Arcade's Greatest Hits -- interest in the "golden age" of video gaming is at an all-time high. If you're a fan of the Atari VCS, Mattel Intellivision or other vintage home systems, you can't afford to be without the new fourth edition of the "Digital Press Classic Videogames Collector's Guide." Compiled by fan/historian Joe Santulli and the Staff of Digital Press, it features incredibly complete listings of every game ever made for nearly every outdated game system. The fourth edition includes new listings for the RCA Studio II, Sega Master System and TurboGrafx-16 -- sure, you remember those! Games and game hardware are indexed in alphabetical order and assigned a one-to-ten "scarcity" rating, with "one" meaning Atari's "Combat" and "ten" reserved for truly scarce items like the VCS version of "Tempest" (only one prototype copy is known to exist.) You can order your very own copy by sending $15 to Joe at the following address: Joe Santulli/Digital Press 44 Hunter Place Pompton Lakes, NJ 07442 ------------------------------------------------------------------------ Thanks to "Tips & Tricks" for the review! DP Staff digitpress@aol.com + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!feed1.news.erols.com!news.idt.net!cdc2.cdc.net!newsfeed.concentric.net!newshost.comco.com!frankensun.altair.com!news.thenet.net!uunet!in3.uu.net!204.245.3.50!news.primenet.com!nickb From: nickb@primenet.com (Nick S Bensema) Newsgroups: rec.games.vectrex Subject: Re: BIG SCREEN VECTREX! Date: 10 Jan 1997 23:37:03 -0700 Organization: Primenet (602)416-7000 Lines: 33 Message-ID: <5b7cef$32d@nnrp1.news.primenet.com> References: <65a_9701072103@genesplicer.org> <32fb1b64.41421340@news.demon.co.uk> X-Posted-By: nickb@206.165.5.101 (nickb) In article <32fb1b64.41421340@news.demon.co.uk>, Julie Brandon wrote: >On 07 Jan 97 07:56:38 , Joey.McDonald@209-254-8.genesplicer.org (Joey >McDonald) wrote: > >>You are aware of the mini LCD big-screen projectors (such as the >>Fujix P401 (up to 40") and the P701 (up to 100"). These units >>are about as big as a camcorder and can project a bright, crisp >>BIG SCREEN image on any white surface. > >I'm really confused... Especially since the cost is still prohibitive (multi-thousand) even if it does work. I don't know any cheap big-screen projectors, else I'd own one. >The *only* way you could do it would be to digitise the vectrex screen >in real-time, or use a video camera focused on the vectrex, to get a >suitable signal for the LCD display? You *couldn't* do it by hacking >the hardware - you'd have to rewrite all the vectrex software (the >games mainly) as well! Or design a video chip that accepts deflection signals as input and a raster signal as output. It would be possible, but it would also take an electronics design genius. -- N i c k B e n s e m a < n i c k b @ p r i m e n e t . c o m > ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 98-KUPD Red Card Holder #710563 WedSpc License #71.0563 + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!hunter.premier.net!feed1.news.erols.com!howland.erols.net!math.ohio-state.edu!news.physics.uiowa.edu!nntp.ksu.edu!cis.ksu.edu!mac From: mac@cis.ksu.edu (Myron A. Calhoun) Newsgroups: rec.games.vectrex Subject: Definitive answer: U.S.A. Copyright length Date: 11 Jan 1997 22:30:04 GMT Organization: Kansas State Univ, Dept. of Computing and Information Sciences Lines: 13 Distribution: world Message-ID: NNTP-Posting-Host: zaurak.cis.ksu.edu X-IDENT-Info: 58 From a publication I just found from Kinko's (a U.S. photocopying chain) while cleaning out some files 'cause I'm getting ready to retire: "Term of Copyright "A copyright belongs to the author of a work from the moment it is created until 50 years after the author's death." --Myron. -- # Five boxes preserve our freedoms: soap, ballot, witness, jury, and cartridge # PhD EE; Assoc. Prof.; W0PBV (913) 532-6350 work 532-7353 fax 539-4448 home # NRA Life Member and Certified Instructor (Home Firearm Safety, Rifle, Pistol) + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!howland.erols.net!worldnet.att.net!ix.netcom.com!news From: pnoyboy@ix.netcom.com(Gary B) Newsgroups: rec.games.vectrex Subject: FS Pole Positon and Star Trek Date: 12 Jan 1997 03:52:25 GMT Organization: Netcom Lines: 1 Distribution: inet Message-ID: <5b9n5p$ok4@dfw-ixnews3.ix.netcom.com> NNTP-Posting-Host: pon-mi6-25.ix.netcom.com X-NETCOM-Date: Sat Jan 11 9:52:25 PM CST 1997 Make offer no overlays or boxes thanks gary + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!news.bbnplanet.com!su-news-hub1.bbnplanet.com!newsxfer3.itd.umich.edu!howland.erols.net!worldnet.att.net!ix.netcom.com!netcomsv!uu3news.netcom.com!genesplicer!209-254-8!joey.mcdonald From: Joey.McDonald@209-254-8.genesplicer.org (Joey McDonald) Date: 11 Jan 97 09:09:39 Newsgroups: rec.games.vectrex Subject: Re: BIG SCREEN VECTREX! Message-ID: <108_9701112115@genesplicer.org> Organization: The GeneSplicer Lines: 44 In a message of 10 Jan 97 Julie Brandon wrote to All: >> You are aware of the mini LCD big-screen projectors (such as the >> Fujix P401 (up to 40") and the P701 (up to 100"). These units JB> I'm really confused... JB> Surely- JB> LCD = dot-matrix system = pixels JB> Vectrex = vectors = not pixels JB> This isn't just an "apples vs oranges" problem; this is an "apples vs JB> housebrick" problem isn't? I'll tell you where I made my mistake: When I started typing! I'll tell you why I made a mistake: I'm an IDIOT :) Hehe. Actually.... Yes. you are correct and I am wrong (partially.. see below) JB> The *only* way you could do it would be to digitise the vectrex screen JB> in real-time, or use a video camera focused on the vectrex, to get a JB> suitable signal for the LCD display? You *couldn't* do it by hacking JB> the hardware - you'd have to rewrite all the vectrex software (the JB> games mainly) as well! Yes.. I did mention the "video camera" trick :) That's where I was RIGHT :) Now.. the reason I mentioned "hacking the hardware".. is: I thought that someone in the group had come up with a way to hack a standard big screen t.v. to display a vectrex (something involving the seperate R.ed G.reen B.lue signal??)... If I'm incorrect and nobody ever came up with such a sollution.. then I apologize for my mistake. If They DID come up with such a sollution.. I beleive one of the LCD projectors has an RGB input.. and could possibly be used in that way. I have NO IDEA what I'm talking about... just trying to pass information along to somebody who might :) Joey McDonald + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!feed1.news.erols.com!howland.erols.net!ais.net!noc.van.hookup.net!news.bctel.net!news From: Tursi Newsgroups: rec.games.vectrex Subject: Programming Sources? Date: Sat, 11 Jan 1997 21:03:29 -0800 Organization: . Lines: 11 Message-ID: <32D870A1.3E80@awinc.com> Reply-To: mbrent@awinc.com NNTP-Posting-Host: pntn02m01-9.bctel.ca Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01Gold (Win95; I) I'd like to try my hand at a Vectrex title... finally have access to a real one *and* a fast enough PC for the emulator... BUT... I have only minimal programming documentation.. where might I find more? more importantly... What's a good 6809 cross-assembler to use? I found ONE in my hunt across the web, and it wouldn't even touch the Patriot's source. :/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!hunter.premier.net!news.sgi.com!news.spies.com!usenet From: eric@brouhaha.com (Eric Smith) Newsgroups: rec.games.vectrex Subject: Atari math box disassembler (was Re: Anyone thought about a Star Wars game?) Date: 12 Jan 1997 07:47:37 -0500 Organization: Brouhaha Computer Mercenary Services Lines: 345 Sender: eric@houhah.brouhaha.com Distribution: inet Message-ID: References: <19970108175500.MAA09398@ladder01.news.aol.com> <32d979e9.7490891@news.cerfnet.com> <32defb06.5453063@news.concentric.net> <32da0315.3027246@news.concentric.net> NNTP-Posting-Host: houhah.brouhaha.com In-reply-to: zonn@concentric.net's message of Sat, 11 Jan 1997 03:09:14 GMT To: zonn@concentric.net X-Newsreader: Gnus v5.1 --text follows this line-- zonn@concentric.net (Zonn Moore) wrote: > I know, I wrote a mathbox dissassembler for the Atari mathbox (this was for > Tempest, I thought I was the only person masochistic enough to do that :-) > I don't know if it's the same Mathbox used in Star Wars), No, Star Wars has multiple math boxes ranging from a simple divide unit to a microprogrammed unit with much more microcode and RAM than the one in Red Baron/Battlezone/Tempest. > some pretty clever firmware. (If anyone is truly interested let me know and > I'll publish it, with source code, somewhere. Publish your disassembler, or the disassembly? The latter would probably be a copyright infringement. But I'd like to see your disassembler for comparison. Mine is very crude; I've appended the source code below. Cheers, Eric ----------------------------------------------------------------------------- /* * mathdis.c: Atari math box microcode disassembler for Red Baron, * Battlezone, and Tempest * * Copyright 1992, 1993, 1997 Eric Smith * * Permission is granted to reproduce and distribute copies of this program * for noncommercial use, provided the copyright notice is not altered. * This software is provided on an "AS-IS" basis, with no warranty. * * The input file should be a series of 256 lines each containing the * address and data (in hexadecimal, separated by whitespace) for one * microcode ROM word. For instance: "000 001700" * * To have any hope of understanding the disassembly, you'd better have the * math box schematics, a 2901 data sheet, and a lot of patience. * * $Header: /usr2/eric/vg/atari/mathbox/RCS/mathdis.c,v 1.5 1997/01/12 03:40:05 eric Exp eric $ */ #include #include #define I_MAX 256 unsigned long instruction [I_MAX]; int entry [I_MAX]; char *progname; void print_usage (FILE *f) { fprintf (f, "Usage: %s [objectfile [listingfile]]\n", progname); } void fatal (int retval, char *fmt, ...) { va_list ap; if (retval == 1) print_usage (stderr); else { fprintf (stderr, "%s: ", progname); va_start (ap, fmt); vfprintf (stderr, fmt, ap); va_end (ap); } exit (retval); } #define BUFSIZE 80 void read_inst (FILE *f) { int addr; int addr2; unsigned long val; char buffer [BUFSIZE]; for (addr = 0; addr < I_MAX; addr++) entry [addr] = -1; addr = 0; while (addr < I_MAX) { if (fgets (buffer, BUFSIZE, f) == NULL) fatal (2, "error reading object file\n"); if (strncmp (buffer, "Entry", 5) == 0) { sscanf (buffer + 6, "%x", & addr2); entry [addr] = addr2; continue; } if (strspn (buffer, "0123456789abcdef") != 3) continue; sscanf (buffer, "%x %x", & addr2, & val); if (addr2 != addr) fatal (3, "expected addr %02x, got %02x\n", addr, addr2); instruction [addr++] = val; } } void dis_fcn (FILE *file, int f, int s, int a, int b, int c) { static char *pc [2] = { "", " + 1" }; static char *mc [2] = { " - 1", "" }; switch ((f << 3) | s) { case 000: fprintf (file, "R%x + q%s", a, pc [c]); break; case 001: fprintf (file, "R%x + R%x%s", a, b, pc [c]); break; case 002: fprintf (file, "q%s", pc [c]); break; case 003: fprintf (file, "R%x%s", b, pc [c]); break; case 004: fprintf (file, "R%x%s", a, pc [c]); break; case 005: fprintf (file, "d + R%x%s", a, pc [c]); break; case 006: fprintf (file, "d + q%s", pc [c]); break; case 007: fprintf (file, "d%s", pc [c]); break; case 010: fprintf (file, "q - R%x%s", a, mc [c]); break; case 011: fprintf (file, "R%x - R%x%s", b, a, mc [c]); break; case 012: fprintf (file, "q%s", mc [c]); break; case 013: fprintf (file, "R%x%s", b, mc [c]); break; case 014: fprintf (file, "R%x%s", a, mc [c]); break; case 015: fprintf (file, "R%x - d%s", a, mc [c]); break; case 016: fprintf (file, "q - d%s", mc [c]); break; case 017: fprintf (file, "-d%s", mc [c]); break; case 020: fprintf (file, "R%x - q%s", a, mc [c]); break; case 021: fprintf (file, "R%x - R%x%s", a, b, mc [c]); break; case 022: fprintf (file, "-q%s", mc [c]); break; case 023: fprintf (file, "-R%x%s", b, mc [c]); break; case 024: fprintf (file, "-R%x%s", a, mc [c]); break; case 025: fprintf (file, "d - R%x%s", a, mc [c]); break; case 026: fprintf (file, "d - q%s", mc [c]); break; case 027: fprintf (file, "d%s", mc [c]); break; case 030: fprintf (file, "R%x | q", a); break; case 031: fprintf (file, "R%x | R%x", a, b); break; case 032: fprintf (file, "q"); break; case 033: fprintf (file, "R%x", b); break; case 034: fprintf (file, "R%x", a); break; case 035: fprintf (file, "d | R%x", a); break; case 036: fprintf (file, "d | q"); break; case 037: fprintf (file, "d"); break; case 040: fprintf (file, "R%x & q", a); break; case 041: fprintf (file, "R%x & R%x", a, b); break; case 042: fprintf (file, "0"); break; case 043: fprintf (file, "0"); break; case 044: fprintf (file, "0"); break; case 045: fprintf (file, "d & R%x", a); break; case 046: fprintf (file, "d & q"); break; case 047: fprintf (file, "0"); break; case 050: fprintf (file, "!R%x & q", a); break; case 051: fprintf (file, "!R%x & R%x", a, b); break; case 052: fprintf (file, "q"); break; case 053: fprintf (file, "R%x", b); break; case 054: fprintf (file, "R%x", a); break; case 055: fprintf (file, "!d & R%x", a); break; case 056: fprintf (file, "!d & q"); break; case 057: fprintf (file, "0"); break; case 060: fprintf (file, "R%x ^ q", a); break; case 061: fprintf (file, "R%x ^ R%x", a, b); break; case 062: fprintf (file, "q"); break; case 063: fprintf (file, "R%x", b); break; case 064: fprintf (file, "R%x", a); break; case 065: fprintf (file, "d ^ R%x", a); break; case 066: fprintf (file, "d ^ q"); break; case 067: fprintf (file, "d"); break; case 070: fprintf (file, "!R%x ^ q", a); break; case 071: fprintf (file, "!R%x ^ R%x", a, b); break; case 072: fprintf (file, "!q"); break; case 073: fprintf (file, "!R%x", b); break; case 074: fprintf (file, "!R%x", a); break; case 075: fprintf (file, "!d & R%x", a); break; case 076: fprintf (file, "!d & q"); break; case 077: fprintf (file, "!d"); break; } } void disassemble_inst (FILE *file, unsigned long inst, int *eos) { int f, sh, sl, d, a, b, c, m, l, s, h, j, jmp_addr, show_y; a = (inst >> 20) & 0x0f; b = (inst >> 16) & 0x0f; f = (inst >> 8) & 0x07; sh = (inst >> 12) & 0x0b; if (sh > 7) sh -= 4; sl = (inst >> 12) & 0x07; d = (inst >> 4) & 0x07; h = inst & 0x000800; l = inst & 0x000080; s = inst & 0x000008; j = inst & 0x000004; m = inst & 0x000002; c = inst & 0x000001; *eos = h || (j && !s); show_y = h || (j && s); fprintf (file, h ? "H" : " "); fprintf (file, s ? "S" : " "); fprintf (file, l ? "L" : " "); if (l) jmp_addr = inst >> 16; if (j) { if (s) fprintf (file, " (->%03x) ", jmp_addr); else fprintf (file, " ->%03x ", jmp_addr); } else fprintf (file, " "); if ((inst & 0xfffb) == 0x0090) fprintf (file, "--load addr--"); else { if (show_y) switch (d) { case 0: fprintf (file, "y = q = ("); break; case 1: fprintf (file, "y = ("); break; case 2: fprintf (file, "y = R%x, R%x = (", a, b); break; case 3: fprintf (file, "y = R%x = (", b); break; case 4: fprintf (file, "q = 1/2 * q, R%x = 1/2 * (y = ", b); break; case 5: fprintf (file, "R%x = 1/2 * (y = ", b); break; case 6: fprintf (file, "q = 2 * q, R%x = 2 * (y = ", b); break; case 7: fprintf (file, "R%x = 2 * (y = ", b); break; } else switch (d) { case 0: fprintf (file, "q = ("); break; case 1: fprintf (file, "y = ("); break; case 2: fprintf (file, "R%x = (", b); break; case 3: fprintf (file, "R%x = (", b); break; case 4: fprintf (file, "q = 1/2 * q, R%x = 1/2 * (", b); break; case 5: fprintf (file, "R%x = 1/2 * (", b); break; case 6: fprintf (file, "q = 2 * q, R%x = 2 * (", b); break; case 7: fprintf (file, "R%x = 2 * (", b); break; } dis_fcn (file, f, sh, a, b, c); if (sh != sl) { fprintf (file, ", "); dis_fcn (file, f, sl, a, b, c); } if (m) { fprintf (file, " ? "); dis_fcn (file, f, sh ^ 2, a, b, c); if (sh != sl) { fprintf (file, ", "); dis_fcn (file, f, sl ^ 2, a, b, c); } } fprintf (file, ") "); } } void disassemble_all (FILE *f) { int addr; int eos; fprintf (f, " jump\n" "entry addr hex hsl addr function\n" "----- ---- ------ --- ----- ---------------------------------\n"); for (addr = 0; addr < I_MAX; addr++) { if (entry [addr] >= 0) fprintf (f, "%03x-> ", entry [addr]); else fprintf (f, " "); fprintf (f, "%03x: %06x ", addr, instruction [addr]); disassemble_inst (f, instruction [addr], & eos); fprintf (f, "\n"); if (eos) fprintf (f, "\n"); } } int main (int argc, char *argv[]) { FILE *infile = stdin; FILE *outfile = stdout; char *fn; progname = argv [0]; switch (argc) { case 3: fn = argv [2]; if (strcmp (fn, "-")) { outfile = fopen (fn, "w"); if (! outfile) fatal (2, "error opening output file\n"); } case 2: fn = argv [1]; if (strcmp (fn, "-")) { infile = fopen (fn, "r"); if (! infile) fatal (2, "error opening input file\n"); } case 1: break; default: fatal (1, ""); } read_inst (infile); disassemble_all (outfile); return (0); } -- ----------------------------------------------------------------------------- Don't blame me, I voted Libertarian. http://www.lp.org/ (800) 682-1776 ----------------------------------------------------------------------------- + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!hunter.premier.net!news.sgi.com!news.spies.com!usenet From: eric@brouhaha.com (Eric Smith) Newsgroups: rec.games.vectrex Subject: Re: Anyone thought about a Star Wars game? Date: 12 Jan 1997 07:51:35 -0500 Organization: Brouhaha Computer Mercenary Services Lines: 17 Sender: eric@houhah.brouhaha.com Distribution: inet Message-ID: References: <19970108175500.MAA09398@ladder01.news.aol.com> <32d979e9.7490891@news.cerfnet.com> <32defb06.5453063@news.concentric.net> NNTP-Posting-Host: houhah.brouhaha.com In-reply-to: zonn@concentric.net's message of Fri, 10 Jan 1997 08:18:24 GMT To: zonn@concentric.net X-Newsreader: Gnus v5.1 In article <32defb06.5453063@news.concentric.net> zonn@concentric.net (Zonn Moore) writes: > I think the biggest thing Cinematronics had going for it is the 20mhz clock. It's been a while since I studied the schematics; wasn't the actual instruction rate much lower (around 2 MIPS average)? The instruction set was fairly crude, but the ability to do 12 bit math reasonably quickly, combined with better hardware support for vector generation, made it capable of supporting games needing large numbers of vectors *and* a fair bit of calculation. With the Vectrex you get one or the other, but not both. Cheers, Eric -- ----------------------------------------------------------------------------- Don't blame me, I voted Libertarian. http://www.lp.org/ (800) 682-1776 ----------------------------------------------------------------------------- + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!feed1.news.erols.com!news.idt.net!cdc2.cdc.net!news.texas.net!uunet!in1.uu.net!204.245.3.50!news.primenet.com!nickb From: nickb@primenet.com (Nick S Bensema) Newsgroups: rec.games.vectrex Subject: Re: Moon Lander info Date: 11 Jan 1997 14:42:02 -0700 Organization: Primenet (602)416-7000 Lines: 34 Distribution: inet Message-ID: <5b91fa$nmb@nnrp1.news.primenet.com> References: <5akmmm$67d@ns2.southeast.net> <5b1ddt$2sc@nnrp1.news.primenet.com> X-Posted-By: nickb@206.165.5.101 (nickb) In article , Clay Cowgill wrote: >In article <5b1ddt$2sc@nnrp1.news.primenet.com>, nickb@primenet.com (Nick >S Bensema) wrote: >> I showed my mom Scramble and she said it looked like Protector II (her >> Defender clone of choice). I think a Defender clone would be very >> worthwhile on the Vectrex. >> >> Or, for that matter a Protector clone. Protector was a nice twist in >> the Defender theme. > >True. I always kinda liked Repton too. Maybe Choplifter would be neat. >It's just not right that Vectrex is about the only 80's system without >Choplifter... *laugh* And there really isn't a lot going on on-screen in Choplifter, so it'd be easy to render on the Vectrex, I presume. But iA you want to put a game out sooner, use Defender, because those shapes are easier to draw, design, and/or animate than Choplifter characters.A >> How about Mario Bros? > >That could be neat. I'll have to recruit my artist friends to do decent >animation. ;-) It'd be hard to create a good thick moustache with the Vectrex, unless you hacked a raster routine and stole some sprites from Nintendo. -- N i c k B e n s e m a < n i c k b @ p r i m e n e t . c o m > ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 98-KUPD Red Card Holder #710563 WedSpc License #71.0563 + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!news.idt.net!cdc2.cdc.net!newsfeed.concentric.net!news-master!news From: zonn@concentric.net (Zonn Moore) Newsgroups: rec.games.vectrex Subject: Re: Atari math box disassembler (was Re: Anyone thought about a Star Wars game?) Date: Sun, 12 Jan 1997 20:01:44 GMT Organization: Concentric Internet Services Lines: 482 Distribution: inet Message-ID: <32e04236.2924921@news.concentric.net> References: <19970108175500.MAA09398@ladder01.news.aol.com> <32d979e9.7490891@news.cerfnet.com> <32defb06.5453063@news.concentric.net> <32da0315.3027246@news.concentric.net> Reply-To: zonn@concentric.net NNTP-Posting-Host: cnc132045.concentric.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/16.339 On 12 Jan 1997 07:47:37 -0500, eric@brouhaha.com (Eric Smith) wrote: ~ --text follows this line-- ~ zonn@concentric.net (Zonn Moore) wrote: ~ ~ > I know, I wrote a mathbox dissassembler for the Atari mathbox (this was for ~ > Tempest, ~ ~ I thought I was the only person masochistic enough to do that :-) ~ ~ > I don't know if it's the same Mathbox used in Star Wars), ~ ~ No, Star Wars has multiple math boxes ranging from a simple divide unit to ~ a microprogrammed unit with much more microcode and RAM than the one in ~ Red Baron/Battlezone/Tempest. ~ ~ > some pretty clever firmware. (If anyone is truly interested let me know and ~ > I'll publish it, with source code, somewhere. ~ ~ Publish your disassembler, or the disassembly? The latter would probably ~ be a copyright infringement. But I'd like to see your disassembler for ~ comparison. I've given that a little thought, and I guess I'm just not worried. The technology is so frickin' old. Nobody's going use Atari's mathbox technology to make new games. If anybody REALLY cared, they'd send me an E-mail asking me to remove the disassembler/listing, and I would. There would be no profit, and while according to the letter of the law I might be in the wrong, sueing for damages would be a joke. ~ Mine is very crude; I've appended the source code below. Alright! Dueling disassemblers! -Zonn ---------------------------------------------------------------------------------------------- /*************************************************************************** * MBDISS.C * * Atari mathbox disassembler. * * Copyright (c) Zonn Moore, 1996 All rights reserved. ***************************************************************************/ #include #include #define SUBR 1 // Subtract R from S instruction #define NOTRS 5 // Not R and S instruction #define r_ZERO 16 #define r_DATA 17 #define r_QREG 18 #define LDAB 0x08 #define STOP 0x08 #define Sb 0x08 #define Jb 0x04 #define Mb 0x02 #define Cb 0x01 int cnvReg( int reg, int index); /* source indexis */ int RopVal[8] = { 1, 1, 0, 0, 0, 3, 3, 3}; int SopVal[8] = { 4, 2, 4, 2, 1, 1, 4, 0}; /* mnemonic names */ char *SourceName[5] = { "0", "A", "B", "D", "Q"}; char *RegName[19] = { "r00", "r01", "r02", "r03", "r04", "r05", "r06", "r07", "r08", "r09", "r10", "r11", "r12", "r13", "r14", "r15", "#00", "Dre", "Qre" }; char *FuncName[8][2] = { "add", "adc", "sbc", "sub", // SUBR "sbc", "sub", // SUBS "ior", "ior", "and", "and", "and", "and", // NOTRS "xor", "xor", "xnr", "xnr" }; #if 0 char *DestName[8] = { "qreg", "nop", "rama", "ramf", "ramqd", "ramd", "ramqu", "ramu" }; #endif unsigned char Prom[6][256]; void main( void) { FILE *inFile; int ii, mm, pp, tt; int ropH, ropL, sopL, sopH, func, dest; int regH1, regH2, regL1, regL2, notf, jmpf, A10inv; // print header fputs( " 132 131 130 129 128 127\n\n", stdout); fputs( " A A A A A A A A A A A A A A A A A A A A\n", stdout); fputs( " 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 S J M C\n\n", stdout); fputs( " D3 D2 D1 D0 D3 D2 D1 D0 D3 D2 D1 D0 D3 D2 D1 D0 D3 D2 D1 D0 D3 D2 D1 D0\n\n", stdout); fputs( " 1 2 3 4 20 19 18 17 14H 14L 13* 12 ST 27 28 26 LD 6 7 5 S J M 29\n\n", stdout); fputs( " A3 A2 A1 A0 B3 B2 B1 B0 I2 I2 I1 I0 I5 I4 I3 I8 I7 I6 Cn\n\n", stdout); fputs( "Miscellaneous notes:\n", stdout); fputs( " C = Cin to Acc\n\n", stdout); fputs( " if ST high, STOP\n\n", stdout); fputs( " if LD high, Load latch with AB (A0-A7)\n\n", stdout); fputs( " if J low, never JMP\n", stdout); fputs( " if J high and S low, JMP to latched value\n", stdout); fputs( " if J high and S high, JMP if (pos and no OVF) or (neg and OVF)\n\n", stdout); fputs( " if M low, A10= A10\n", stdout); fputs( " if M high and prev A18 high, A10=~A10\n", stdout); fputs( " if M high and prev A18 low and prev RRQ shift out 0, A10=~A10\n", stdout); fputs( " if M high and prev A18 low and prev RRQ shift out 1, A10= A10\n\n", stdout); fputs( " if A18 high, R15=1\n", stdout); fputs( " if S low and A18 low, R15=0\n", stdout); fputs( " if S high and A18 low and (pos and no OVF) or (neg and OVF), R15=0\n", stdout); fputs( " if S high and A18 low and (pos and OVF) or (neg and no OVF), R15=1\n\n", stdout); fputs( " Note that R0 of LSB goes to Q3 of MSB, making all RRQs an extension of the ALU.\n\n", stdout); fputs( " In lines that display two opcodes with no asterisk preceeding\n", stdout); fputs( " the first opcode, the two opcodes are both executed simultaneously.\n\n", stdout); fputs( " The lines proceeded by an asterisk indicates instructions modified\n", stdout); fputs( " by the S flag. The instructions marked with a '*' are executed if the\n", stdout); fputs( " shift of the prvious instruction shifts out a 0. Otherwise the alternative\n", stdout); fputs( " instruction is executed.\n\n", stdout); fputs( "Jump table:\n", stdout); fputs( " 00: 20 21 22 23 24 25 26 27 28 29 2A 41 2C 34 35 36\n", stdout); fputs( " 10: 37 42 7E B8 BD 2E 2F 17 19 18 30 31 D9 EB F4 00\n\n", stdout); fputs( "Microcode:", stdout); // Read in PROMS inFile = fopen( "136002.132", "rb"); if (inFile == 0) { perror( "136002.132"); exit( 0); } fread( Prom[0], 1, 256, inFile); // read buffer fclose( inFile); // close file inFile = fopen( "136002.131", "rb"); if (inFile == 0) { perror( "136002.131"); exit( 0); } fread( Prom[1], 1, 256, inFile); // read buffer fclose( inFile); // close file inFile = fopen( "136002.130", "rb"); if (inFile == 0) { perror( "136002.130"); exit( 0); } fread( Prom[2], 1, 256, inFile); // read buffer fclose( inFile); // close file inFile = fopen( "136002.129", "rb"); if (inFile == 0) { perror( "136002.129"); exit( 0); } fread( Prom[3], 1, 256, inFile); // read buffer fclose( inFile); // close file inFile = fopen( "136002.128", "rb"); if (inFile == 0) { perror( "136002.128"); exit( 0); } fread( Prom[4], 1, 256, inFile); // read buffer fclose( inFile); // close file inFile = fopen( "136002.127", "rb"); if (inFile == 0) { perror( "136002.127"); exit( 0); } fread( Prom[5], 1, 256, inFile); // read buffer fclose( inFile); // close file // display PROMS for (ii = 0; ii < 256; ii++) { printf( "\n %02X: ", ii); // print address /* Print microcode */ for (pp = 0; pp < 6; pp++) { for (mm = 0x08; mm != 0; mm >>= 1) printf( "%c", (Prom[pp][ii] & mm) ? '1' : '0'); putchar( ' '); } /* Point to mnemonics */ if (!(Prom[5][ii] & Mb)) A10inv = 0x00; // src doesn't change else A10inv = 0x02; // src based on OV and Sign ropL = RopVal[Prom[2][ii] & 0x07]; ropH = RopVal[(Prom[2][ii] & 0x03) | ((Prom[2][ii] & 0x08) >> 1) ^ A10inv]; sopL = SopVal[Prom[2][ii] & 0x07]; sopH = SopVal[(Prom[2][ii] & 0x03) | ((Prom[2][ii] & 0x08) >> 1) ^ A10inv]; func = Prom[3][ii] & 0x07; dest = Prom[4][ii] & 0x07; notf = (func == NOTRS); /* check if sources reversed */ if (func == SUBR) { regH1 = sopH; regH2 = ropH; regL1 = sopL; regL2 = ropL; } else { regH1 = ropH; regH2 = sopH; regL1 = ropL; regL2 = sopL; } /* convert to values */ regH1 = cnvReg( regH1, ii); regH2 = cnvReg( regH2, ii); regL1 = cnvReg( regL1, ii); regL2 = cnvReg( regL2, ii); /* Print mnemonics */ if (A10inv) fputc( '*', stdout); else fputc( ' ', stdout); fprintf( stdout, "%s(%c%s, %s)", FuncName[func][Prom[5][ii] & Cb], (notf) ? '~' : ' ', RegName[regH1], RegName[regH2]); if ((((Prom[2][ii] >> 1) ^ Prom[2][ii]) & 0x04) && A10inv) { fprintf( stdout, "\nError: Different sources from A14 and A10.\n"); exit( 0); } /* Check if High and Low sources differ, if so, print low */ if ((((Prom[2][ii] >> 1) ^ Prom[2][ii]) & 0x04) || A10inv) fprintf( stdout, " %s( %s, %s)", FuncName[func][Prom[5][ii] & Cb], RegName[regL1], RegName[regL2]); else fputs( " ", stdout); /* print destination */ fputc( ' ', stdout); switch (dest) { case 0: // QREG fprintf( stdout, " Qre=ALU OUT=ALU"); break; case 1: // NOP fprintf( stdout, " OUT=ALU"); break; case 2: // RAMA fprintf( stdout, "%3s=ALU OUT=%3s", RegName[cnvReg( 2, ii)], RegName[cnvReg( 1, ii)]); break; case 3: // RAMF fprintf( stdout, "%3s=ALU OUT=ALU", RegName[cnvReg( 2, ii)]); break; case 4: // RAMQD /* normal shift with zero */ if (!(Prom[5][ii] & Sb)) fprintf( stdout, "%3s=SRA Qre=RRQ OUT=ALU", RegName[cnvReg( 2, ii)]); /* modified shift with overflow */ else fprintf( stdout, "%3s=OSR Qre=RRQ OUT=ALU", RegName[cnvReg( 2, ii)]); break; case 5: // RAMD /* normal shift with zero */ if (!(Prom[5][ii] & Sb)) fprintf( stdout, "%3s=SRA OUT=ALU", RegName[cnvReg( 2, ii)]); /* modified shift with overflow */ else fprintf( stdout, "%3s=OSR OUT=ALU", RegName[cnvReg( 2, ii)]); break; case 6: // RAMQU fprintf( stdout, "%3s=RLA Qre=SLQ OUT=ALU", RegName[cnvReg( 2, ii)]); break; case 7: // RAMU fprintf( stdout, "%3s=RLA OUT=ALU", RegName[cnvReg( 2, ii)]); break; } fputc( ' ', stdout); /* Print PC control information */ jmpf = 0; /* check for jumps */ if (Prom[5][ii] & Jb) // if J high, check for jumps { if (Prom[5][ii] & Sb) // is S high, JNO fputs( "JNO ", stdout); else // if S low, always jmp { fputs( "JMP ", stdout); jmpf = 1; } } else fputs( " ", stdout); /* check if latch loaded */ if (Prom[4][ii] & LDAB) fprintf( stdout, "L%1X%1X ", Prom[0][ii], Prom[1][ii]); else fputs( " ", stdout); /* check for STOP instruction */ if (Prom[3][ii] & STOP) { fputs( "HLT", stdout); jmpf = 1; } /* else */ /* fputs( " ", stdout); */ if (jmpf) putchar( '\n'); } } int cnvReg( int reg, int index) { int newReg; switch (reg) { case 0: newReg = r_ZERO; // abs zero break; case 1: newReg = Prom[0][index]; // 0-15 = register numbers break; case 2: newReg = Prom[1][index]; // 0-15 = register numbers break; case 3: newReg = r_DATA; // data port break; case 4: newReg = r_QREG; // Q register break; } return (newReg); } + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!su-news-hub1.bbnplanet.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!news.idt.net!cdc2.cdc.net!news.texas.net!uunet!in2.uu.net!204.245.3.50!news.primenet.com!krishna From: Glenn Saunders Newsgroups: rec.games.vectrex Subject: Re: Anyone thought about a Star Wars game? Date: 12 Jan 1997 14:51:03 -0700 Organization: Primenet (602)416-7000 Lines: 8 Distribution: inet Message-ID: <5bbmc7$936@nnrp1.news.primenet.com> References: <19970108175500.MAA09398@ladder01.news.aol.com> <32d979e9.7490891@news.cerfnet.com> <32defb06.5453063@news.concentric.net> X-Posted-By: krishna@206.165.5.106 (krishna) The mortal Clay Cowgill wrote: : (If you do 16 degrees of rotation on one axis with a 30 point object it : takes about 1.5K... If you have 16 of those with rotation on the other : axis that's 24K, and now 16 more for the other axis is 384K... You get the : idea. ;-) I hope you are taking this into account: with symmetrical data you can probably reuse and reverse data to shrink code size. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!news1.best.com!nntp1.best.com!usenet From: info@mage.com Newsgroups: rec.games.vectrex Subject: Internet Fax Service Date: 12 Jan 1997 23:59:18 GMT Lines: 13 Distribution: inet Message-ID: <5bbtsm$3h0@nntp1.best.com> NNTP-Posting-Host: 206.86.147.111 --------------------- Internet Fax Service -------------------------- ------------------ Save Your Long distance charges ------------------ ------------ HT-Net Internet International Fax Network -------------- For the mobile workers, accessing and managing your faxes from a remote location. Long distance or international telecommunications can be very expensive and until now there has been no simple way to manage faxes from a distance. Check HT-Net at http://www.twsp.com + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!worldnet.att.net!newsadm From: rkm@worldnet.att.net (Ronald Miranda) Newsgroups: rec.games.vectrex Subject: old vectrex, is it worth anything Date: Mon, 13 Jan 1997 17:03:41 GMT Organization: Personal Lines: 8 Distribution: inet Message-ID: <32de6a38.25752051@netnews.worldnet.att.net> Reply-To: rkm@worldnet.att.net NNTP-Posting-Host: 207.147.206.5 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.339 I have an old, vectrex I havn't played with for many years, it works fine, and I also have some old game cartridges. I was wondering if there worth anything. I noticed this group and thought, gee I have one of those and was quite surprised to see its an active group. Anyway if anyone could tell me what it might be worth I would appriciate it. Ron + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!nntp.primenet.com!news.primenet.com!nickb From: nickb@primenet.com (Nick S Bensema) Newsgroups: rec.games.vectrex Subject: Re: Anyone thought about a Star Wars game? Date: 12 Jan 1997 18:46:01 -0700 Organization: Primenet (602)416-7000 Lines: 26 Distribution: inet Message-ID: <5bc44p$3lu@nnrp1.news.primenet.com> References: <19970108175500.MAA09398@ladder01.news.aol.com> <32defb06.5453063@news.concentric.net> <5bbmc7$936@nnrp1.news.primenet.com> X-Posted-By: nickb@206.165.5.106 (nickb) In article <5bbmc7$936@nnrp1.news.primenet.com>, Glenn Saunders wrote: >The mortal Clay Cowgill wrote: >: (If you do 16 degrees of rotation on one axis with a 30 point object it >: takes about 1.5K... If you have 16 of those with rotation on the other >: axis that's 24K, and now 16 more for the other axis is 384K... You get the >: idea. ;-) > >I hope you are taking this into account: with symmetrical data you can >probably reuse and reverse data to shrink code size. Combat even did this. But also consider that the sort of matrix math used in rotation sort of moshes up the whole three-rotations system. Rotate an object 45 degrees on the X axis, 45 on the Y axis, and 45 on the Z axis. Rotate another identical object the same way, but in a different order. In adittion, while I personally can't prove it, I'm reasonably sure that you can get just about any angle out of an object by using only two axes. Those who know more about matrix math can give you more details on this. -- N i c k B e n s e m a < n i c k b @ p r i m e n e t . c o m > ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 98-KUPD Red Card Holder #710563 WedSpc License #71.0563 + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + From: clay@supra.com (Clay Cowgill) Newsgroups: rec.games.vectrex Subject: Re: Anyone thought about a Star Wars game? Date: Mon, 13 Jan 1997 12:57:29 -0800 Organization: Diamond Multimedia, Communications Division Lines: 96 Distribution: inet Message-ID: References: <19970108175500.MAA09398@ladder01.news.aol.com> <32d979e9.7490891@news.cerfnet.com> <32defb06.5453063@news.concentric.net> <32da0315.3027246@news.concentric.net> NNTP-Posting-Host: v-wins-1-100.supra.com Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!feed1.news.erols.com!howland.erols.net!newsxfer3.itd.umich.edu!news.bbnplanet.com!su-news-hub1.bbnplanet.com!newsfeed.internetmci.com!news.diamondmm.com!dogbert.supra.com!v-wins-1-100.supra.com!user In article <32da0315.3027246@news.concentric.net>, zonn@concentric.net wrote: > Only after the line drawing circuitry is the Atari and the Boxing Bug analog > circuitry similar. According to Bill's friend this was a blatant rip off of > Atari, stolen right from the schematics. No, no, no... The DAC->integrator circuitry *IS* the line drawing circuitry. :-) You have a DAC which feeds to an op-amp that does the current->voltage conversion, then the voltage potential is presented to an op-amp connected as an integrator with a high-quality cap. There's a digital "switch" across the cap that lets the CPU short it out to zero the integrator. When you present a new voltage to the integrator it integrates (sweeps) the voltage between the previous and new value and the result is a line on the screen proportional to the sweep. I'd believe the "stolen from Atari part" The 1495's setup as a an absolute value*correction and then multiplying by vertical deflection is kind-of a give-away... ;-) > Generating the line is still the same technology as Vectrex. The patent > describes charging a capacitor to a set voltage, then integrating it to a new > voltage to "draw" a line. In this respect Cinematronics and Vectrex use the > same line drawing techniques. Yes and no... It's an analog integrator system (for that matter, so is Atari's Star Wars, Major Havoc, etc.), but having only *one* DAC to do X deflection, Y deflection, Intensity, reading inputs, and digital audio makes for a HUGE difference in capability! > The biggest difference between Vectrex and the Cinematronics X/Y circuitry is > that Cinematronics can load both the X and Y positions into their respective > capacitors in one command instead of loading X, switching a multiplexor then > loading Y. One still must load X & Y, switch a multiplexor then load the ending > X & Y. Z must be loaded before the line is drawn by setting a flip flop > (Vectrex is actually nicer in this respect, you have more than 2 intensities). Agreed, but that's a lot of operations for the Vectrex. Set up data to the DAC, switch the mux, charge the sample/hold, switch mux present new data, hold, switch...etc. At least a flip-flop for intensity is only one write operation, but the Vectrex takes a bunch of cycles. Remember, you've only got a 1.6MHz 6809 there. Many more than about 175-200 Vectors and you drop frame rate... With vectors taking an average of around 70uS per, you hit the flicker rate right around 175... > Intensities (Solar Quest) are done by using the same data lines used to drive > the Y DAC, to send a 6 bit value to a latched intensity DAC. Color apparently > uses the same lines, but 12 bits are latched into the R G B level DACs (I don't > have a schematic for the color board on Boxing Bugs, but have partially traced > it out). [Off topic, but... If you ever find the schematic for the BB color board, let me know! I've got one that I've been tracing too, but a schematic would sure be nice...] > The reading of a Joystick is nearly the same as Vectrex. A value is placed in > the *shared* Y axis DAC, a reading from a comparator is taken and returned as a > single Hi/Lo bit, it's up to the software to do whatever type of binary search > it takes to determine the joysticks value. > > So to draw a line software must, set the Z-axis (DAC or Flip Flop), set the X & > Y starting point, set the X & Y ending points, wait for the line to finish > before drawing the next one. The DAC is shared by the joystick. All very > similar to the Vectrex. I'll agree they're similar, but the Cinemat H/W you're looking at only has to do double duty one one DAC, for one function. The Vectrex has to use a single DAC for 4 dedicated functions, on a processor that's only pulling about 400,000 instructions per second. If the Vectrex had one DAC for each axis, and a flip-flop for intensity (or another DAC, the write cycle takes the same amount of time) it'd be a MUCH faster machine... > If your anywhere in the San Diego area, stop by Gaymonds RGVAC party he's > throwing on the 19th, there'll be one there -- and a Boxing Bugs. I've been thinking of flying down... ;-) > -Zonn PS. I got that Space War "sit at" this weekend... It's pretty much like new. I'd say a "9"? It was in a guys house for 10 years, and before that Tektronix had bought it for a lounge... Nice shape! (Seems to work, but no intensity from the monitor, deflection and HV are OK though... Looks like the display hardware is doing something on the 'scope...) -Clay Clayton N. Cowgill Engineering Manager _____________________________________________________________________ /\ Diamond Multimedia Systems, Inc. clay@supra.com \/ Communications Division http://www.supra.com/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news.uoregon.edu!newsfeed.orst.edu!dogbert.supra.com!v-wins-1-100.supra.com!user From: clay@supra.com (Clay Cowgill) Newsgroups: rec.games.vectrex Subject: Re: Anyone thought about a Star Wars game? Date: Mon, 13 Jan 1997 13:03:06 -0800 Organization: Diamond Multimedia, Communications Division Lines: 27 Distribution: inet Message-ID: References: <19970108175500.MAA09398@ladder01.news.aol.com> <32d979e9.7490891@news.cerfnet.com> <32defb06.5453063@news.concentric.net> <5bbmc7$936@nnrp1.news.primenet.com> NNTP-Posting-Host: v-wins-1-100.supra.com In article <5bbmc7$936@nnrp1.news.primenet.com>, Glenn Saunders wrote: > The mortal Clay Cowgill wrote: > : (If you do 16 degrees of rotation on one axis with a 30 point object it > : takes about 1.5K... If you have 16 of those with rotation on the other > : axis that's 24K, and now 16 more for the other axis is 384K... You get the > : idea. ;-) > > I hope you are taking this into account: with symmetrical data you can > probably reuse and reverse data to shrink code size. Yeah, on the x and y axis you can just flip the sign on the data and produce a mirror image. The only "gotcha" is that if you want to do that to save ROM, you have to have a RAM buffer that's as big as the data. (Since you need to flip the sign, you end up spending time reading all the data into the RAM table as you do the conversion. For just a few images (16) I just pre-computed the "flipped" tables and ate the extra storage space. ROM is cheap. CPU cycles aren't. You can put a LOT of vector data in a 32K ROM if you choose what you're using widely... ;-) -Clay Clayton N. Cowgill Engineering Manager _____________________________________________________________________ /\ Diamond Multimedia Systems, Inc. clay@supra.com \/ Communications Division http://www.supra.com/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news.uoregon.edu!newsfeed.orst.edu!dogbert.supra.com!v-wins-1-100.supra.com!user From: clay@supra.com (Clay Cowgill) Newsgroups: rec.games.vectrex Subject: Re: Programming Sources? Date: Mon, 13 Jan 1997 13:06:11 -0800 Organization: Diamond Multimedia, Communications Division Lines: 23 Message-ID: References: <32D870A1.3E80@awinc.com> NNTP-Posting-Host: v-wins-1-100.supra.com In article <32D870A1.3E80@awinc.com>, mbrent@awinc.com wrote: > I'd like to try my hand at a Vectrex title... finally have access to a > real one *and* a fast enough PC for the emulator... BUT... > > I have only minimal programming documentation.. where might I find more? > > more importantly... > > What's a good 6809 cross-assembler to use? I found ONE in my hunt across > the web, and it wouldn't even touch the Patriot's source. :/ Get the Motorola Freeware BBS one... I think it's AS9.EXE... Also, I just use the disassembly of the EXECROM as a programming manual. Fred Taft did an EXCELLENT job with that. -Clay Clayton N. Cowgill Engineering Manager _____________________________________________________________________ /\ Diamond Multimedia Systems, Inc. clay@supra.com \/ Communications Division http://www.supra.com/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news.uoregon.edu!newsfeed.orst.edu!dogbert.supra.com!v-wins-1-100.supra.com!user From: clay@supra.com (Clay Cowgill) Newsgroups: rec.games.vectrex Subject: Moon Lander, new alpha... Date: Mon, 13 Jan 1997 15:39:34 -0800 Organization: Diamond Multimedia, Communications Division Lines: 63 Message-ID: NNTP-Posting-Host: v-wins-1-100.supra.com Ahhhh, I'm getting into the swing of how the Vectrex works now... Of course, I'm also seeing how stupid my old code in Moon Lander is, but that's part of learning... Anyway, spent another day on it over the weekend, and it's actually looking like a game now. It's kinda fun to play too... ;-) Additions: High score Score Analog Thrust Control (You're right, Nick, huge difference :-) Stars A Planet Finally got the thrust looking how I like it Ship counter Fuel gauge A landing "OK!" indicator etc... It kinda has a goal now: as you land on each sucessive moon/planet/whatever you get slowly closer to "home". (You'll notice the planet getting closer on the screen-- I'm kinda proud of that. :-) You get scored for each landing, and the high score is set on the title screen. There is now an analog thrust control that's pretty cool if you're running the game on a real Vectrex-- push up on the stick and more fuel goes to the engine and produces more thrust (and the "flame" from the engine gets larger). Of course the harder you run the engine, the faster you run out of fuel. ;-) Your fuel gauge is in the top left hand corner. Right now each level gives you a full tank (which is a LOT) so you can goof around without running out of gas. When I get more levels designed each will have its own fuel budget. I think I'll give a score "bonus" based on how much fuel you have left. Also, different landing areas will be worth more or less points depending on how hard it is to land there. Your score is in the top right, you number of landers remaining is in the bottom center. There are stars now, and they twinkle. (I'm kinda proud of that one too.) On the emulator you don't get analog control, but pressing the up arrow turns the engine on "full burn", and you can just tap it like in Asteroids to control your speed. Still works pretty well, but on the "real" Vectrex it's pretty cool to be able to turn the engine on just a little bit and hover... ;-) Also, if you're over a section of land that is a potential landing zone (aka-- it's flat :-), and if your x and y velocities are safe, and your lander rotation is safe (within +-12 degrees from upright) an "OK!" message appears next to the lander to let you know it's safe to land. So anyway, if you want to burn a ROM or try it on the emulator: http://www.wwwpro.com/clay/Vectrex.html Get the last download on the page-- "MOON3.BIN" -Clay Clayton N. Cowgill Engineering Manager _____________________________________________________________________ /\ Diamond Multimedia Systems, Inc. clay@supra.com \/ Communications Division http://www.supra.com/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!mr.net!news.maxwell.syr.edu!EU.net!uknet!usenet1.news.uk.psi.net!uknet!dispatch.news.demon.net!demon!mail2news.demon.co.uk!not-for-mail From: Ian Newsgroups: rec.games.vectrex Subject: Ians Winter Auction - Initial post Date: Mon, 13 Jan 97 19:58:29 GMT Organization: Royal Borough of Kensington and Chelsea Lines: 530 Message-ID: <107097@rbkc.gov.uk> X-Mail2News-User: tspigp@rbkc.gov.uk X-Mail2News-Path: rbkc.gov.uk X-Mailer: IMail version 1.2.0 Content-Type: text Welcome to my Winter auction. This auction includes around 135 items in total covering a range of systems. There are some Atari 2600 items (both PAL and NTSC) including Q*Bert's Qubes, Up 'n Down, Klax, Acid Drop, and many of the rare Salu white label cartridge versions, some less common Intellivision items, many boxed and loose rare Vectrex items (inc Polar Rescue) and some VideoPac (Euro O2) cartridges. There are also some of the less common CBS brand Colecovision carts, a couple of SMS carts, and the usual bunch of commons and rares. Rarity codes haven't been put against most items, lets face it, we all all know whats rare and whats not without me repeating it. Please read the rules at the end of the item list, bidding classes as an acceptance of all rules. If you want to bid under an alias, then let me know which one along with your first bid. Trades are encouraged, and preferred. I'm looking for a few Vectrex items, any 2600 carts that I don't have, as well as some Jaguar carts and CDs, working arcade PCBs, and PSX/Saturn CDs. You can find my specific 'wants' lists at http://www.rbkc.gov.uk/ian/games/wants.html and my 'have' lists at http://www.rbkc.gov.uk/ian/games On with the items. Atari 2600 Bidder Bid State ========== ====== === ===== A01 Single Puzzy/Telegames Cart holder - Green videotype style A02 8 Cart holder - Official Atari 8 cart wallet min 5 holder. Brown A4 sized wallet with silver jacket. The jacket matches the Atari silver label carts, and has a picture of a Silver label collection on the front. Really nice storage holder PAL Oddities ------------ A03 Klax - Brand new, shrinkwrapped in box - Very min 20 hard-to-get European only game (ER+) A04 Radar Lock - Brand new,shrinkwrapped box (ER) min 10 A05 Acid Drop - Salu - boxed with manual - Another min 15 very rare European only game (ER) A06 Xenophobe - Atari - Boxed (ER) min 10 A07 Pole Position - Atari - Silver -Boxed/Shrinked A08 StarGate - Atari - Boxed and Shrinkwrapped A09 SprintMaster - Atari - Red label - Boxed A10 Title match wrestling - Absolute - White label A11 Keystone Kapers - Activision - White label (messy label) A12 Pitfall - Activision/Salu - White label A13 Commando - Activision/Salu - White label min 5 A14 Chopper Command - Activision/Salu -White label A15 Hero - Activision/Salu - White label (label on this is crayonned over) A16 Pitfall - The 'International' label version (the usual label plague) A17 River Raid 2 - Salu White label version-This min 5 needs repair. It works, but the ROM board is loose inside the case, so it needs glueing or fixing. A18 Strategy X - Gakken (note, this the ER+ min 15 Gakken version, not the Konami common one). A19 32 in 1 - Atari - Official 32-in-1 cart min 10 A20 Junior Pacman - Atari - Red label A21 Defender II - Atari - Red label A22 Space Invaders - Atari - Silver Label version See also the PAL commons section below for many shrinkwrapped PAL games. NTSC ---- A23 Q*Bert's Qubes - Parker Bros (ER+) min 40 A24 Up 'n' Down - Sega (ER+) min 40 A25 Pitfall II - Activision (ER) min 10 A26 Fire Fighter - Imagic - Silver label A27 Tutankhamun - Parker - Label Rip A28 CrossBow - Atari A29 Star Wars: The Arcade game - Parker (ER) min 10 A30 Shark Attack - Apollo A31 Yars Revenge - Atari - Silver label A32 Circus Atari - Atari - Text A33 Video Olympics - Atari - Text A34 Grand Prix - Activision A35 RealSports Volleyball - Atari -Silver A36 Football - Atari - Text A37 Stampede - Activision A38 Reactor - Parker A39 JR Pacman - Atari A40 Basketball - Atari - Text NTSC Commons ------------ A41d Armor Ambush - M Network A42d Astroblast - M Network A43d Dig Dug - Atari - Shrinkwrapped Silver box min 2 A44d Galaxian - Atari - Shrinkwrapped Silver box min 2 with comic A45d Joust - Atari - Shrinkwrapped Silver box min 2 with '83 catalogue A46d Jungle Hunt - Atari Shrinkwrapped silver box min 2 PAL Commons ----------- A47d Spike's Peak/Ghost manor - Xonox A48d Centipede - Atari - Shrinkwrapped silver box min 2 A49d Dark Chambers - Atari - Shrinked red box min 2 A50d Dig Dug - Atari - Silver pic label A51d Enduro - Activision - Torn label A52d E.T. - Atari - Silver pic label A53d Galaxian - Atari - PAL, Shrinked, grey box min 2 A54d Jr. Pac-Man - Atari - Shrinked, dark red box min 2 A55d Jungle Hunt - Atari - Shrinked, silver box min 2 A56d Kangaroo - Atari - Shrinkwrapped, grey box min 2 A57d Milipede - Atari - Silver pic label A58d Missille Command - Atari - Pic label A59d Ms. Pac-Man - Atari - Shrinked, Silver box min 2 A60d Phoenix - Atari - Shrinkwrapped, silver box min 2 A61d RealSports Boxing - Atari - Red label A62d RealSports Football - Atari - Silver box min 2 A63d RealSports Soccer - Atari - Red label A64d RealSports Volleyball - Atari - Red label A65d Space Invaders - Atari - Shrinked, Red box min 2 A66d Space War - Atari - Black pic label A67d Star Raiders - Atari A68d Super Breakout - Atari - Black pic label A69d Warlords - Atari - Black pic label Atari Lynx Bidder Bid State ========== ====== === ===== L01 Blue Lighting shop demo cartridge - Limited min 15 cartridge given to shops which runs a continual game of Blue Lightning with the Lynx itself playing the game Memorabilia Bidder Bid State =========== ====== === ===== M01 Donkey Kong board game - mostly complete M02 Frogger board game - mostly complete M03 Pacman board game - mostly complete M04 Defender board game - mostly complete M05 Atari Force comic 1 M06 Atari Force comic 3 M07 Atari SwordQuest comic 1 M08 Atari All Stars Poster - Cool booklet which unfolds into a wall-size poster, showing 2600 and 5200 titles. Atari 7800 Bidder Bid State ========== ====== === ===== NTSC ---- E01 Choplifter E02 Hat Trick - With manual E03 Super Huey IX PAL --- E04 Atari 7800 system, complete with box, manuals, PSU, leads, etc. Note, however, no joypads E05 Crossbow - Shrinkwrapped E06 Food Fight - Shrinkwrapped E07 Alien Brigade - Boxed E08d Xevious - Shrinkwrapped Intellivision Bidder Bid State ============= ====== === ===== I01 Pitfall - Activision - Box,manual/2 overlays I02 Carnival - CBS - Boxed (bit squashed) ,manual I03 Donkey Kong - CBS - Box (a bit squashed) I04 Frogger - Parker - Boxed I05 Frogger - Parker - Boxed with manual I06 Bomb Squad - Matell - Box,manual,2 overlays I07 Tennis - Matell - Box,manual,2 overlays I08 AD&D - Matell - Boxed,manual,2 overlays I09 Checkers - Matell - Boxed with manual I10 NASL Soccer - Matell - Box,manual,2 overlays I11 MotoCross - INTV Corp (White label) I12 Lock N Chase - Matell I13 Lock N Chase - Matell I14 Snafu - Matell I15 Astrosmash (Red Label) - Matell I16 Utopia - Matell I17 B17 Bomber - Matell I18 Burgertime - Matell I19 Demon Attack - Imagic I20 Golf - Matell I21 Space Battle - Matell I22 AD & D - Matell I23 Armor Battle (Blue Tank) - Matell I24 Las Vegas Poker - Matell I25 Las Vegas Roulette - Matell I26 Night Stalker - Matell I27 Soccer - Matell I28 Basketball - Matell I29 Frog Bog - Matell I30 NFL Football - Matell I31 Checkers - Matell I32 NASL Soccer - Matell I33 NASL Soccer - Matell I34 Sub Hunt - Matell I35 Carnival - CBS I36 Horse Racing - Matell I37 Bowling - Matell I38 Skiing - Matell Colecovision Bidder Bid State ============ ====== ========= Note, the following are all the rarer CBS brand (Euro) versions C01 Donkey Kong Jr - CBS C02 Lady Bug - CBS C03 Space Panic - CBS C04d Turbo - CBS C05d Smurf - CBS C06d Space Fury - CBS Vectrex Bidder Bid State ======= ====== === ===== Note, "MB" means that a cartridge is the european MB games version, "GCE" means that it is the US GCE version. V01 Passport catalog V02 'High Performance Machine' brochure V03 Electronic Games Magazine ("Vectrex Players Save") magazine tri-fold V04 "Special Vectrex Cartridge Sale" fold-out brochure V05 Animaction - GCE - Cart, Docs min 10 V06 Armor Attack - MB - Cart,Docs,Overlay V07 Berzerk - MB - Cart,Docs,Overlay,Box Minor damage to box front V08 Blitz! - GCE - Cart,Overlay V09 Cosmic Chasm - MB - Cart,Docs,Overlay,Box V11 Fortress of Narzod - MB - Cart,Docs,Overlay, Box (Overlay is slightly rough) V12 Heads Up - GCE - Cart only V13 Heads Up - GCE - Cart, Docs, Overlay V14 HyperChase - MB - Cart,Docs,Overlay,Box V15 Melody Master - GCE - Cart, Docs min 10 V16 Clean Sweep - MB - Cart,Docs,Overlay,Box V17 Polar Rescue - GCE - Cart min 15 V18 Scramble - MB - Cart,Docs,Overlay,Box V19 Solar Quest - MB - Cart,Docs,Overlay,Box V20 Star Ship - MB - Cart,Docs,Overlay,Box - Box is missing its top flap V21 Star Castle - GCE - Cart,Overlay min 10 V22 Star Hawk - MB - Cart,Docs,Overlay,Box Box is in pretty rough condition V23 Star Hawk - MB - Cart,Docs,Overlay,Box - Price Sticker on Box V24 Space Wars - MB - Cart,Overlay Odyssey II/Videopac Bidder Bid State =================== ====== === ===== P00 VideoPac 02 - Pairs/Rendezvous/Logic - with manual P01 VideoPac 06 - Bowling/Basketball - with manual P02 VideoPac 07 - Mathmatician/Echo P03 VideoPac 09 - Computer Programmer P04 VideoPac 11 - Cosmic Conflict P05 VideoPac 12 - Take the Money and Run P06 VideoPac 12 - Take the money and run P07 VideoPac 16 - Depth Charge/Marksman P08 VideoPac 19 - Catch the ball/noughts and crosses P09 VideoPac 26 - Basket game - No label Atari 800XE Bidder Bid State =========== ====== === ===== X01 Midnight Magic - Boxed and Shrinkwrapped X02 Food Fight - Boxed and Shrinkwrapped Sega Master System (SMS) Bidder Bid State ======================== ====== === ===== M01 Power Strike (Complete in box - Box is the min 10 rare colour package version) M02 Transbot (loose cart) M03 Y's (Cart and box, no manual - but I'll min 10 include a photocopy) Acetronic/Radofin Bidder Bid State ================= ====== === ===== R01 27 - Invaders R02 11 - SuperMaze The auction rules are as follows :- Bidding implies that you accept all of the following rules... 1 - The auction will run up until 20:00 GMT on Thursday the 23rd of January 1997. At that time, it will enter a "once", "twice", "sold" phase Updates will be once daily, Monday to Friday. When the auction enters the once/twice/gone phase, items will move from once-> twice and twice->gone in 24 hour periods, however there will be no state changes over the weekends, ie "once" on Friday will not become "twice" until Monday. This way those people who only have Net access during the week from work don't lose out. 2 - You may withdraw all bids at any time _before_ the once/twice stage. Please honour all won bids. Bidding, winning and not coming through with payment really sucks. Please dont do it. 3 - Winners pay the postage on their items, I wont charge for packing and will only charge enough to cover postage (either by airmail or groundmail defending on your preferance). If you haven't been in one of my auctions before and want references, then they can be arranged. 4 - Payment can be made in either UK Pound cheques, UK Pound cash, or US dollar cash. Cash is sent at your risk. Bids are in US dollars. If you wish to pay with a US money order, then I'll take it providing you will pay the conversion charge. Wire transfers are ok as well. Payment is expected within 14 days of auction end. 5 - Condition of cartridges etc has been noted, please ask if you want more information. All cartridges have been tested, except for shrinkwrapped ones. I havent stated if a cart is a text or picture label version, then feel free to inquire. 6 - Please send all bids to tspigp@rbkc.gov.uk and please ensure that bids for items include the 3 character item codes. I will mark current bid prices in dollars. I acknowledge receipt of all bids Bid raises are :- 1-20 dollars - 1 dollar raise 21-50 dollars - 2 dollar raise > 50 dollars - 5 dollar raise 7 - I will send out daily status updates, with two posts to r.g.v.c midway through the auction. 8 - NTSC 2600 carts typically work reliably in PAL 2600 systems assuming you adjust the vertical hold. The same thing happens with PAL games in NTSC 2600s. Check your equipment if you arent sure though. Bidders bid for 'foreign' carts at their own risk. 9 - I have the right to withdraw and trade any items at any time. +---------------------------------------------------------------------+ | Contract VM/VSE,CICS,Unix and Network systems admin and programmer | | Classic and Arcade video game collector | | EMail: tspigp@rbkc.gov.uk Web: http://www.rbkc.gov.uk/ian | +---------------------------------------------------------------------+ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!enews.sgi.com!news.corp.sgi.com!news.sgi.com!newshub.sdsu.edu!newshub.csu.net!newsserver.sdsc.edu!news.cerf.net!news From: zonn@concentric.net (Zonn) Newsgroups: rec.games.vectrex Subject: Re: Anyone thought about a Star Wars game? Date: Tue, 14 Jan 1997 00:43:51 GMT Organization: CERFnet Lines: 128 Distribution: inet Message-ID: <32dfd518.4790503@news.cerfnet.com> References: <19970108175500.MAA09398@ladder01.news.aol.com> <32d979e9.7490891@news.cerfnet.com> <32defb06.5453063@news.concentric.net> <32da0315.3027246@news.concentric.net> Reply-To: zonn@concentric.net NNTP-Posting-Host: isdn-books.annabooks.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/16.339 clay@supra.com (Clay Cowgill) wrote: ~ In article <32da0315.3027246@news.concentric.net>, zonn@concentric.net wrote: ~ ~ > Only after the line drawing circuitry is the Atari and the Boxing Bug analog ~ > circuitry similar. According to Bill's friend this was a blatant rip off of ~ > Atari, stolen right from the schematics. ~ ~ No, no, no... The DAC->integrator circuitry *IS* the line drawing ~ circuitry. :-) You have a DAC which feeds to an op-amp that does the ~ current->voltage conversion, then the voltage potential is presented to an ~ op-amp connected as an integrator with a high-quality cap. There's a ~ digital "switch" across the cap that lets the CPU short it out to zero the ~ integrator. When you present a new voltage to the integrator it ~ integrates (sweeps) the voltage between the previous and new value and the ~ result is a line on the screen proportional to the sweep. I'd believe the ~ "stolen from Atari part" The 1495's setup as a an absolute ~ value*correction and then multiplying by vertical deflection is kind-of a ~ give-away... ;-) Yes yes yes, I agree completely, that's what I meant in the following paragraph. The 1495's are the Yoke/CRT distortion added after the line is generated (using the integrators), to correct for the WG monitors non-linearities. Hey it worked for Atari, it'll work for Cinematronics... ~ > Generating the line is still the same technology as Vectrex. The patent ~ > describes charging a capacitor to a set voltage, then integrating it to a new ~ > voltage to "draw" a line. In this respect Cinematronics and Vectrex use the ~ > same line drawing techniques. ~ ~ Yes and no... It's an analog integrator system (for that matter, so is ~ Atari's Star Wars, Major Havoc, etc.), but having only *one* DAC to do X ~ deflection, Y deflection, Intensity, reading inputs, and digital audio ~ makes for a HUGE difference in capability! ~ ~ > The biggest difference between Vectrex and the Cinematronics X/Y circuitry is ~ > that Cinematronics can load both the X and Y positions into their respective ~ > capacitors in one command instead of loading X, switching a multiplexor then ~ > loading Y. One still must load X & Y, switch a multiplexor then load ~ the ending ~ > X & Y. Z must be loaded before the line is drawn by setting a flip flop ~ > (Vectrex is actually nicer in this respect, you have more than 2 ~ intensities). ~ ~ Agreed, but that's a lot of operations for the Vectrex. Set up data to ~ the DAC, switch the mux, charge the sample/hold, switch mux present new ~ data, hold, switch...etc. At least a flip-flop for intensity is only one ~ write operation, but the Vectrex takes a bunch of cycles. Remember, ~ you've only got a 1.6MHz 6809 there. Many more than about 175-200 Vectors ~ and you drop frame rate... With vectors taking an average of around 70uS ~ per, you hit the flicker rate right around 175... That gets back to my original point, which is that while the 6809 is a cool processor (my favorite 8 bit processor from a programming point of view). And while it has a very rich set of instructions, it just can't keep up with old 1970's technology of TTL gates and flip/flop registers, with a simple limited instruction set that runs at a fast clock rate. A CISC vs RISC comparison... ~ ~ > Intensities (Solar Quest) are done by using the same data lines used to drive ~ > the Y DAC, to send a 6 bit value to a latched intensity DAC. Color apparently ~ > uses the same lines, but 12 bits are latched into the R G B level DACs ~ (I don't ~ > have a schematic for the color board on Boxing Bugs, but have partially traced ~ > it out). ~ ~ [Off topic, but... If you ever find the schematic for the BB color board, ~ let me know! I've got one that I've been tracing too, but a schematic ~ would sure be nice...] William La Covara claimed to have a schematic in a previous post to RGVAC. I'll e-mail you his post. I was going to write him for a copy if he still had it. Your not thinking of reproducing one are you? That would be WAY cool! ~ > The reading of a Joystick is nearly the same as Vectrex. A value is placed in ~ > the *shared* Y axis DAC, a reading from a comparator is taken and ~ returned as a ~ > single Hi/Lo bit, it's up to the software to do whatever type of binary search ~ > it takes to determine the joysticks value. ~ > ~ > So to draw a line software must, set the Z-axis (DAC or Flip Flop), set ~ the X & ~ > Y starting point, set the X & Y ending points, wait for the line to finish ~ > before drawing the next one. The DAC is shared by the joystick. All very ~ > similar to the Vectrex. ~ ~ I'll agree they're similar, but the Cinemat H/W you're looking at only has ~ to do double duty one one DAC, for one function. Well to be picky double duty on the X-DAC (start and end of line) and triple duty on the Y-DAC (start, end, and joystick)... ~ The Vectrex has to use a ~ single DAC for 4 dedicated functions, on a processor that's only pulling ~ about 400,000 instructions per second. If the Vectrex had one DAC for ~ each axis, and a flip-flop for intensity (or another DAC, the write cycle ~ takes the same amount of time) it'd be a MUCH faster machine... ~ ~ > If your anywhere in the San Diego area, stop by Gaymonds RGVAC party he's ~ > throwing on the 19th, there'll be one there -- and a Boxing Bugs. ~ ~ I've been thinking of flying down... ;-) It would be a pleasure to meet you face to face! ~ ~ > -Zonn ~ ~ PS. I got that Space War "sit at" this weekend... It's pretty much like ~ new. I'd say a "9"? It was in a guys house for 10 years, and before that ~ Tektronix had bought it for a lounge... Nice shape! I'm jealous! I'd rate mine as a high "7". Missing the T-molding (no damage to the pressed wood though), and missing a small (2") section of the formica from a spot you don't normally see. ~ ~ (Seems to work, but no intensity from the monitor, deflection and HV are ~ OK though... Looks like the display hardware is doing something on the ~ 'scope...) [Check the 7406.] Bring it down on the plane! I want to look at it! ;^) -Zonn + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!hunter.premier.net!feed1.news.erols.com!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!mindspring!news.sprintlink.net!news-dc-5.sprintlink.net!news.sprintlink.net!news-hub.sprintlink.net!news.sprintlink.net!news-fw-22.sprintlink.net!news.monmouth.com!news From: pcjohn@monmouth.com (John Dondzila) Newsgroups: rec.games.vectrex Subject: Re: Programming Sources? Date: Tue, 14 Jan 1997 03:49:31 GMT Organization: Arcade's Are Us Lines: 8 Distribution: inet Message-ID: <5bevqs$cmc@news.monmouth.com> References: <32D870A1.3E80@awinc.com> Reply-To: pcjohn@monmouth.com NNTP-Posting-Host: pa-ppp10.monmouth.com X-Newsreader: Forte Free Agent 1.0.82 >Also, I just use the disassembly of the EXECROM as a programming manual. >Fred Taft did an EXCELLENT job with that. Agreed. Without that I would still be on first base ! + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!news.bbnplanet.com!su-news-hub1.bbnplanet.com!news.pbi.net!news5.crl.com!nexp.crl.com!not-for-mail From: Bruce Tomlin Newsgroups: rec.games.vectrex Subject: Re: Programming Sources? Date: 14 Jan 1997 08:16:17 GMT Organization: San Antonio, TX Lines: 13 Distribution: inet Message-ID: <5bffci$2f5@nexp.crl.com> References: <32D870A1.3E80@awinc.com> NNTP-Posting-Host: crl7.crl.com X-Newsreader: TIN [UNIX 1.3 unoff BETA release 970109] Clay Cowgill wrote in rec.games.vectrex: >Also, I just use the disassembly of the EXECROM as a programming manual. >Fred Taft did an EXCELLENT job with that. Then you should look at my disassembly (in standard Moto mnemonics that you can feed to a real assembler, not some Perl-friendly hacked-up C-asm syntax), using his as a starting point for comments, and going from there. A few of his comments were actually incorrect when looked at in more detail. I also figured out how the music (but not the noise) routines worked. I'm pretty sure it's somewhere in my ftp directory: ftp://ftp.crl.com/users/bt/btomlin/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!news.bbnplanet.com!su-news-hub1.bbnplanet.com!csn!nntp-xfer-1.csn.net!news.acsu.buffalo.edu!acsu.buffalo.edu!saad From: saad@acsu.buffalo.edu (Joseph Y Saad) Newsgroups: rec.games.vectrex Subject: Vec Light pen for sale / trade Date: 14 Jan 1997 06:00:24 GMT Organization: University at Buffalo Lines: 24 Distribution: inet Message-ID: <5bf7do$n3d@prometheus.acsu.buffalo.edu> NNTP-Posting-Host: lictor.acsu.buffalo.edu NNTP-Posting-User: saad X-Newsreader: NN version 6.5.0 #5 (NOV) I have a Vectrex LIGHT PEN in Great Condition for Sale / Trade. The pen has no box and no manual, but does come with Art Master (Will not seperate!) I'd like to sell it for $150 and that includes shipping or will trade it for any of the following packages And reasonable offers will be considered! (This is the stuff I'm looking for!) - Japanese ONLY Saturn White system. - Neo Geo Cart system and some games. - Neo Geo CD system - Sega Nomad Portable - 30 or so 8Bit Nintendo Carts (Please mail me your list) - 20 or so Sega Genesis Carts (Please mail me your list) - Vectrex 3D Imager (I can dream) - 20 or so Game Boy Games (Please mail me your list) + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!su-news-hub1.bbnplanet.com!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!portc02.blue.aol.com!audrey01.news.aol.com!not-for-mail From: chrissalo@aol.com Newsgroups: rec.games.vectrex Subject: Re: Emulator bug... Date: 14 Jan 1997 14:46:28 GMT Organization: AOL Bertelsmann Online GmbH & Co. KG http://www.germany.aol.com Lines: 17 Distribution: inet Message-ID: <19970114144400.JAA12887@ladder01.news.aol.com> References: NNTP-Posting-Host: ladder01.news.aol.com X-Admin: news@aol.com X-Newsreader: AOL Offline Reader ... >The emulator takes intensity settings as 8 bits as they feed into the >DAC-- the Vectrex really treats the brightness(intensity) control as a >seven bit number. Setting the high bit of the intensity in the emulator ... I haven't got much time now... but I will look into this some day. Since I don't have a Vectrex developer kit :-) I might need you help to get it right though. Chris + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!howland.erols.net!news3.cac.psu.edu!news.cse.psu.edu!news.ece.nwu.edu!dis.anl.gov!milo.mcs.anl.gov!hera!hoffberg From: hoffberg@hera.aps.anl.gov (Mike Hoffberg) Newsgroups: rec.games.vectrex Subject: New and Improved Vectrex ][ Date: 14 Jan 1997 14:59:08 GMT Organization: Argonne National Laboratory, Chicago Illinois Lines: 29 Distribution: inet Message-ID: <5bg6vs$qe8@milo.mcs.anl.gov> References: <32defb06.5453063@news.concentric.net> NNTP-Posting-Host: hera.aps.anl.gov At one point there was a suggestion as to adding color to the Vectrex. I believe that it was then suggested that maybe a new Vectrex could be designed. Well what about it? How about designing a new vectrex? This new machine could have a 6809 and some math chip in it (80?87) or any other redily available IC. I know this is kind of terse, but I have a meeting to go to... I will be willing to layout the circuit board (and do some of the design work). The system would have a vector display, VGA output, color, sound, use PC joysticks etc... Code compatible to the original games, yet have extensions for new commands, CPU speeds. MIKE -- Michael Hoffberg Advanced __/- hoffberg@aps.anl.gov Photon __/==== Argonne National Laboratory Source __/******* http://www.aps.anl.gov/xfd/WWW/xfd/Detectors ________/########## + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news.uoregon.edu!newsfeed.orst.edu!dogbert.supra.com!v-wins-1-100.supra.com!user From: clay@supra.com (Clay Cowgill) Newsgroups: rec.games.vectrex Subject: Re: Emulator bug... Date: Tue, 14 Jan 1997 08:36:29 -0800 Organization: Diamond Multimedia, Communications Division Lines: 29 Distribution: inet Message-ID: References: <19970114144400.JAA12887@ladder01.news.aol.com> NNTP-Posting-Host: v-wins-1-100.supra.com In article <19970114144400.JAA12887@ladder01.news.aol.com>, chrissalo@aol.com wrote: > ... > > >The emulator takes intensity settings as 8 bits as they feed into the > >DAC-- the Vectrex really treats the brightness(intensity) control as a > >seven bit number. Setting the high bit of the intensity in the emulator > > ... > > > I haven't got much time now... > > but I will look into this some day. > Since I don't have a Vectrex developer kit :-) > > I might need you help to get it right though. No problem, it's not a show-stopped by any means, but it'd be handy to have it work more like the "real" Vectrex. I can give you some code that will show the bug if you like... -Clay Clayton N. Cowgill Engineering Manager _____________________________________________________________________ /\ Diamond Multimedia Systems, Inc. clay@supra.com \/ Communications Division http://www.supra.com/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!wetware!wsrcc.com!newsfeed.orst.edu!dogbert.supra.com!v-wins-1-100.supra.com!user From: clay@supra.com (Clay Cowgill) Newsgroups: rec.games.vectrex Subject: Re: Programming Sources? Date: Tue, 14 Jan 1997 08:42:13 -0800 Organization: Diamond Multimedia, Communications Division Lines: 32 Distribution: inet Message-ID: References: <32D870A1.3E80@awinc.com> <5bffci$2f5@nexp.crl.com> NNTP-Posting-Host: v-wins-1-100.supra.com In article <5bffci$2f5@nexp.crl.com>, Bruce Tomlin wrote: > Clay Cowgill wrote in rec.games.vectrex: > >Also, I just use the disassembly of the EXECROM as a programming manual. > >Fred Taft did an EXCELLENT job with that. > > Then you should look at my disassembly (in standard Moto mnemonics that > you can feed to a real assembler, not some Perl-friendly hacked-up C-asm > syntax), using his as a starting point for comments, and going from there. > A few of his comments were actually incorrect when looked at in more detail. > I also figured out how the music (but not the noise) routines worked. > > I'm pretty sure it's somewhere in my ftp directory: > > ftp://ftp.crl.com/users/bt/btomlin/ Hi Bruce-- I didn't find it in you directory when looking there, however it's entirely possible that it's your listing that I was working off of. I just remember Fred's name on it. Maybe it was your "credits" line? :-) Anyway, I *do* recall using some of your stuff (particularly the disassembler!) to figure out what was going on, so kudos go to you as well! -Clay Clayton N. Cowgill Engineering Manager _____________________________________________________________________ /\ Diamond Multimedia Systems, Inc. clay@supra.com \/ Communications Division http://www.supra.com/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!wetware!wsrcc.com!newsfeed.orst.edu!dogbert.supra.com!v-wins-1-100.supra.com!user From: clay@supra.com (Clay Cowgill) Newsgroups: rec.games.vectrex Subject: Re: Programming Sources? Date: Tue, 14 Jan 1997 08:48:40 -0800 Organization: Diamond Multimedia, Communications Division Lines: 32 Distribution: inet Message-ID: References: <32D870A1.3E80@awinc.com> <5bffci$2f5@nexp.crl.com> NNTP-Posting-Host: v-wins-1-100.supra.com In article <5bffci$2f5@nexp.crl.com>, Bruce Tomlin wrote: > Clay Cowgill wrote in rec.games.vectrex: > >Also, I just use the disassembly of the EXECROM as a programming manual. > >Fred Taft did an EXCELLENT job with that. > > Then you should look at my disassembly (in standard Moto mnemonics that > you can feed to a real assembler, not some Perl-friendly hacked-up C-asm > syntax), using his as a starting point for comments, and going from there. > A few of his comments were actually incorrect when looked at in more detail. > I also figured out how the music (but not the noise) routines worked. > > I'm pretty sure it's somewhere in my ftp directory: > > ftp://ftp.crl.com/users/bt/btomlin/ Ok, my brain has warmed up now. :-) Of course it's in there. I just wasn't expecting it to be only ~35K zipped. Anyway, it *IS* Bruce's disassembly that I use as gospel for programming on the Vectrex. It's *essential* to programming the vectrex. (I've actually toyed with the idea of just pulling out the comment blocks and adding headers and making it into a reference manual. The only hard part is looking through all the routine names to find a function you need. ;-) -Clay Clayton N. Cowgill Engineering Manager _____________________________________________________________________ /\ Diamond Multimedia Systems, Inc. clay@supra.com \/ Communications Division http://www.supra.com/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news.uoregon.edu!tezcat!feed1.news.erols.com!insync!www.nntp.primenet.com!nntp.primenet.com!news.primenet.com!krishna From: Glenn Saunders Newsgroups: rec.games.vectrex Subject: Re: New and Improved Vectrex ][ Date: 14 Jan 1997 12:06:02 -0700 Organization: Primenet (602)416-7000 Lines: 18 Distribution: inet Message-ID: <5bgleq$hb3@nnrp1.news.primenet.com> References: <32defb06.5453063@news.concentric.net> <5bg6vs$qe8@milo.mcs.anl.gov> X-Posted-By: krishna@206.165.5.111 (krishna) The mortal Mike Hoffberg wrote: : How about designing a new vectrex? : This new machine could have a 6809 and some math chip in it (80?87) or : any other redily available IC. At this point, running a Vec emulator and outputting the X/Y signals would be better than designing a new motherboard. Then just write new games for your Pentium to output the X/Y signals. : The system would have a vector display, VGA output, color, sound, use : PC joysticks etc... Vector display and VGA output is mutually exclusive is it not? Line drawing in hires VGA resolutions is not the same thing as true vector graphics, I hope you realize. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!newshub.csu.net!www.nntp.primenet.com!nntp.primenet.com!news.primenet.com!krishna From: Glenn Saunders Newsgroups: rec.games.vectrex Subject: Re: Anyone thought about a Star Wars game? Date: 14 Jan 1997 12:18:02 -0700 Organization: Primenet (602)416-7000 Lines: 17 Distribution: inet Message-ID: <5bgm5a$id2@nnrp1.news.primenet.com> References: <19970108175500.MAA09398@ladder01.news.aol.com> <32d979e9.7490891@news.cerfnet.com> <32defb06.5453063@news.concentric.net> <5bbmc7$936@nnrp1.news.primenet.com> X-Posted-By: krishna@206.165.5.111 (krishna) The mortal Clay Cowgill wrote: : Yeah, on the x and y axis you can just flip the sign on the data and : produce a mirror image. The only "gotcha" is that if you want to do that : to save ROM, you have to have a RAM buffer that's as big as the data. : (Since you need to flip the sign, you end up spending time reading all the : data into the RAM table as you do the conversion. For just a few images : (16) I just pre-computed the "flipped" tables and ate the extra storage : space. ROM is cheap. CPU cycles aren't. You can put a LOT of vector : data in a 32K ROM if you choose what you're using widely... ;-) BTW, modern Vectrex development should be using SRAM rather than ROM whenever possible for the entire 32K or so of address space, considering that the Vec has write capability through the cart port. I understand the additional technical problems in developing for SRAM, but it's still going to be dirt cheap as far as parts go. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!hunter.premier.net!www.nntp.primenet.com!nntp.primenet.com!news.primenet.com!nickb From: nickb@primenet.com (Nick S Bensema) Newsgroups: rec.games.vectrex Subject: Re: New and Improved Vectrex ][ Date: 14 Jan 1997 13:31:02 -0700 Organization: Primenet (602)416-7000 Lines: 38 Distribution: inet Message-ID: <5bgqe6$okj@nnrp1.news.primenet.com> References: <32defb06.5453063@news.concentric.net> <5bg6vs$qe8@milo.mcs.anl.gov> X-Posted-By: nickb@206.165.5.101 (nickb) In article <5bg6vs$qe8@milo.mcs.anl.gov>, Mike Hoffberg wrote: > >How about designing a new vectrex? > >This new machine could have a 6809 and some math chip in it (80?87) or >any other redily available IC. 8< >The system would have a vector display, VGA output, color, sound, use >PC joysticks etc... > >Code compatible to the original games, yet have extensions for new >commands, CPU speeds. You know, sometimes I like to take these retrogaming fantasy trips and think that in the year 2000 everything will be vector. But it won't happen in that manner. If Vectrex, or any vector system, is to make a comeback, it will have to be cheap enough to sell and popular. Perhaps vector monitors can be made once again, but probably not color ones. And I'm pretty sure that better circuitry could be made for it. 6809's are still made, and possibly faster ones. But the fact is that unless you're willing to lose a LOT of money, a Vectrex II probably isn't going to be in the works. Perhaps an improved vector system could be manufactured cheaply enough for sale, though whether it will be Vectrex-compatible is questionable. But it needs something else. I think it would sell quite well if it were sold in a more arcade-style cabinet and if it were sold in the proper market, like at Spencer's next to the lava lamps. But that's a slim chance, and I wouldn't be surprised if we got better results by producing and selling full-size Asteroids machines using Atari's old resources. -- N i c k B e n s e m a < n i c k b @ p r i m e n e t . c o m > ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 98-KUPD Red Card Holder #710563 WedSpc License #71.0563 + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!hunter.premier.net!worldnet.att.net!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!newsfeed.internetmci.com!nntp.earthlink.net!usenet From: Micheal Polucha Newsgroups: rec.games.vectrex Subject: I want a Vectrex! :) Date: Tue, 14 Jan 1997 13:22:39 -0800 Organization: Earthlink Network, Inc. Lines: 8 Distribution: inet Message-ID: <32DBF91F.76D9@acm.org> Reply-To: mpolucha@acm.org NNTP-Posting-Host: max3-gg-ca-08.earthlink.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) I would be willing to trade a lot of 5200 carts for a Vectrex. I have: RoF unopened, complete (multiple copies) Ballblazer (same thing) plus some not so rare... I can also get intellivision and Atari 8 bit computer carts. Make me an offer please! Or look at my auction (also posted here) to see what else I have...thank you. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!newsfeeds.sol.net!uwm.edu!www.nntp.primenet.com!nntp.primenet.com!news.primenet.com!krishna From: Glenn Saunders Newsgroups: rec.games.vectrex Subject: Re: New and Improved Vectrex ][ Date: 14 Jan 1997 15:42:01 -0700 Organization: Primenet (602)416-7000 Lines: 15 Distribution: inet Message-ID: <5bh23p$79l@nnrp1.news.primenet.com> References: <32defb06.5453063@news.concentric.net> <5bg6vs$qe8@milo.mcs.anl.gov> <5bgqe6$okj@nnrp1.news.primenet.com> X-Posted-By: krishna@206.165.5.111 (krishna) That "something else" that is needed is either 3D or laser projection. Color would be nice but not truly necessary. Many people consider the Virtual Boy a failure because it used a blocky bitmap display to drive vector lines, not because it was a concept that appealed to noone. There is incredible inertia and sameness to the current videogame industry. Something as stark, yet ultra smooth and crisp, the way vector is, could be a breath of fresh air to the youngsters who never saw a vector arcade game, and nostalgia to those who lived through and miss them. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!su-news-hub1.bbnplanet.com!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!news.maxwell.syr.edu!newsfeeds.sol.net!nntp.uio.no!news.global-one.no!ns2.image.dk!usenet From: "Del Buon" Newsgroups: rec.games.vectrex Subject: cah Date: 15 Jan 1997 00:33:32 GMT Organization: Image Scandinavia Lines: 127 Distribution: inet Message-ID: <01bbfb2f$a831eee0$7239eac2@delbuon> NNTP-Posting-Host: globip127.image.dk X-Newsreader: Microsoft Internet News 4.70.1155 This is the fairest, most honest way I have seen to share in the wealth of the world.! Take five minutes to read this and it WILL change your life. If you want to know how to make thousands of dollars quickly, legally, and with NO CATCH, then keep reading. The Internet has grown tremendously. It doubles in size every 4 months. Think about it. You see those 'Make Money Fast' posts more and more. That's ... because it WORKS ! So I thought, all those new users might make it work. And I decided to try it out, a few months ago. Besides, what's $5.00, I spend more than that in the morning on my way to work on coffee and cigs for the day. So I sent in my money and posted. Everyone was calling it a scam, but there are SO many new users from AOL, Netcom, etc. they will join in and make it work for you. Well, two weeks later, I began receiving bucks in the mail! I couldn't believe it! Not just a little, I mean big bucks! At first only a few hundred dollars, then a week later, a couple of thousand, then BOOM. By the end of the fourth week, I had received nearly $47,000.00. It came from all over the world. And every bit of it perfectly legal and on the up and up. I've been able to pay off all my bills and still had enough left over for a nice vacation for me and my family. Not only does it work for me, it works for other folks as well. Markus Valppu says he made $57,883 in four weeks. Dave Manning claims he made $53,664 in the same amount of time. Dan Shepstone says it was only $17,000 for him. Do I know these folks? No, but when I read how they say they did it, it made sense to me. Enough sense that I'm taking a similar chance with $5 of my own bucks. Not a big chance, I admit--but one with incredible potential, because $5 is all anyone ever invests in this system. Period. That's all Markus, Dave, or Dan invested, yet their $5 netted them tens of thousands of dollars each, in a safe, legal, completely legitimate way. Here's how it works in 3 easy steps: STEP 1. Invest your $5 by writing your name and address on five separate pieces of paper along with the words: "PLEASE ADD ME TO YOUR MAILING LIST." (In this way, you're not just sending a dollar to someone; you're paying for a legitimate service.) Fold a $1 bill inside each paper, and mail them by standard U. S. Mail to the following five addresses: 1. Brian Truter - 101 N. Park Avenue - Springfield, IL 62702 2. J. Campbell - 1040 C Winners Circle - Bowling Green, KY 42104 3. Joost Walter - P.O. Box 259 - 2870-AG Schoonhoven The Netherlands 4. S. Thomas - P.O. Box 4945 - Tampa, FL 33677-4945 5. G. Del Buon - Horsekildevej 43 3 th - 2500 Valby - Denmark STEP 2. Now remove the top name from the list, and move the other names up. This way, #5 becomes #4 and so on. Put your name in as the fifth one on the list. STEP 3. Post the article to at least 250 newsgroups. There are at least 19000 newsgroups at any given moment in time. Try posting to as many newsgroups as you can. Remember the more groups you post to, the more people will see your article and send you cash! STEP 4. You are now in business for yourself, and should start seeing returns within 7 to 14 days! Remember, the Internet is new and huge. There is no way you can lose. Now here is how and why this system works: Out of every block of 250 posts I made, I got back 5 responses. Yes, that's right, only 5. You make $5.00 in cash, not checks or money orders, but real cash with your name at #5. Each additional person who sent you $1.00 now also makes 250 additional postings with your name at #4, 1000 postings. On average then, 50 people will send you $1.00 with your name at #4,....$50.00 in your pocket! Now these 50 new people will make 250 postings each with your name at #3 or 10,000 postings. Average return, 500 people= $500. They make 250 postings each with your name at #2= 100,000 postings=5000 returns at $1.00 each=$5,000.00 in cash! Finally, 5,000 people make 250 postings each with your name at #1 and you get a return of $60,000 before your name drops off the list. And that's only if everyone down the line makes only 250 postings each! Your total income for this one cycle is $55,000. >From time to time when you see your name is no longer on the list, you take the latest posting you can find and start all over again. The end result depends on you. You must follow through and repost this article everywhere you can think of. The more postings you make, the more cash ends up in your mailbox. It's too easy and too cheap to pass up!!! So that's it. Pretty simple sounding stuff, huh? But believe me, it works. There are millions of people surfing the net every day, all day, all over the world. And 100,000 new people get on the net every day. You know that, you've seen the stories in the paper. So, my friend, read and follow the simple instructions and play fair. That's the key, and that's all there is to it. Print this out right now so you can refer back to this article easily. Try to keep an eye on all the postings you made to make sure everyone is playing fairly. You know where your name should be. If you're really not sure or still think this can't be for real, then don't do it. But please print this article and pass it along to someone you know who really needs the bucks, and see what happens. REMEMBER....HONESTY IS THE BEST POLICY. YOU DON'T NEED TO CHEAT THE BASIC IDEA TO MAKE THE BUCKS! GOOD LUCK TO ALL, AND PLEASE PLAY FAIR AND YOU WILL WIN AND MAKE SOME REAL INSTANT FREE CASH! *** By the way, if you try to deceive people by posting the messages with your name in the list and not sending the bucks to the people already included, you will not get much. I know someone who did this and only got about $150 (and that's after two months). Then he sent the 5 bills, people added him to their lists, and in 4-5 weeks he had over $10,000! + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!mr.net!newshub.tc.umn.edu!newsfeed.orst.edu!dogbert.supra.com!v-wins-1-100.supra.com!user From: clay@supra.com (Clay Cowgill) Newsgroups: rec.games.vectrex Subject: Re: Anyone thought about a Star Wars game? Date: Tue, 14 Jan 1997 16:52:26 -0800 Organization: Diamond Multimedia, Communications Division Lines: 20 Distribution: inet Message-ID: References: <19970108175500.MAA09398@ladder01.news.aol.com> <32d979e9.7490891@news.cerfnet.com> <32defb06.5453063@news.concentric.net> <5bbmc7$936@nnrp1.news.primenet.com> <5bgm5a$id2@nnrp1.news.primenet.com> NNTP-Posting-Host: v-wins-1-100.supra.com In article <5bgm5a$id2@nnrp1.news.primenet.com>, Glenn Saunders wrote: > BTW, modern Vectrex development should be using SRAM rather than ROM > whenever possible for the entire 32K or so of address space, considering > that the Vec has write capability through the cart port. I understand the > additional technical problems in developing for SRAM, but it's still going > to be dirt cheap as far as parts go. I was actually thinking of using 128K FlashROM (+5V only) for carts. We use a couple hundred thousand a month for modems, and they're cheap in 1 million+ quantity. :-) And it's a 32pin PLCC which is easy on the PCB real-estate. But, 27256's are cheap too, and easier to use... -Clay Clayton N. Cowgill Engineering Manager _____________________________________________________________________ /\ Diamond Multimedia Systems, Inc. clay@supra.com \/ Communications Division http://www.supra.com/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!news.bbnplanet.com!su-news-hub1.bbnplanet.com!newsxfer3.itd.umich.edu!portc01.blue.aol.com!audrey01.news.aol.com!not-for-mail From: cyclops555@aol.com (Cyclops555) Newsgroups: rec.games.vectrex Subject: FS: USED GAMEBOY POCKET -- $30 Date: 15 Jan 1997 06:06:10 GMT Organization: AOL http://www.aol.com Lines: 10 Distribution: inet Message-ID: <19970115060400.BAA25282@ladder01.news.aol.com> NNTP-Posting-Host: ladder01.news.aol.com X-Admin: news@aol.com Hi. I am selling my Gameboy Pocket for $30. This DOES include shipping and it includes all the orginal docs and plastic clear case. I bought this unit 2 weeks ago so it doesnt have a scratch or nothing. MO or check is preferred, however if you want COD, you pay the COD charge. If your interested, email me. Paul Lawson cyclops555@aol.com PS: If this price is too high make me an offer and im open for trades. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!worldnet.att.net!ix.netcom.com!news From: Nicholas Alwin Newsgroups: rec.games.vectrex Subject: Re: New and Improved Vectrex ][ Date: Wed, 15 Jan 1997 12:02:43 -0600 Organization: Netcom Lines: 31 Distribution: inet Message-ID: <32DD1BC3.1B2C@ix.netcom.com> References: <32defb06.5453063@news.concentric.net> <5bg6vs$qe8@milo.mcs.anl.gov> <5bgqe6$okj@nnrp1.news.primenet.com> <5bh23p$79l@nnrp1.news.primenet.com> NNTP-Posting-Host: hou-tx5-20.ix.netcom.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-NETCOM-Date: Tue Jan 14 10:06:10 PM PST 1997 X-Mailer: Mozilla 3.01GoldC-NC320 (Win95; I) Glenn Saunders wrote: > That "something else" that is needed is either 3D or laser projection. > Color would be nice but not truly necessary. 3-D is typically a gimmick. It has been tried in the arcade, with the Sega Master System, the NES, the Virtual Boy and even the original Vectrex. There has yet to be a 3-D game that couldn't be done equally as well with 2-D. > Many people consider the Virtual Boy a failure because it used a blocky > bitmap display to drive vector lines, not because it was a concept that > appealed to noone. But most consider it a failure due to its high cost a mostly bad software. It only had one game that featured "vectors", and it has sufficiently high resolution to handle that nicely. Many also consider the Virtual Boy to be the "Vectrex" of the 90's: a pretty neat system that got buried by more popular technology, and passed by by consumers wanting the "next hot item". Both were niche market items, and niche market items don't sell too well. > There is incredible inertia and sameness to the current videogame > industry. Something as stark, yet ultra smooth and crisp, the way vector > is, could be a breath of fresh air to the youngsters who never saw a > vector arcade game, and nostalgia to those who lived through and miss > them. Like the Virtual Boy, the cry would be "What!!! Its not in color!! Its not 3-D rendered graphics!!" + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!news.bbnplanet.com!su-news-hub1.bbnplanet.com!pacbell.com!amdahl.com!amd!netcomsv!uu4news.netcom.com!netcomsv!uu3news.netcom.com!genesplicer!209-254-8!joey.mcdonald From: Joey.McDonald@209-254-8.genesplicer.org (Joey McDonald) Date: 12 Jan 97 05:32:01 Newsgroups: rec.games.vectrex Subject: Re: BIG SCREEN VECTREX! Message-ID: Organization: The GeneSplicer Lines: 30 In a message of 10 Jan 97 Nick S Bensema wrote to All: >>> You are aware of the mini LCD big-screen projectors (such as the >>> Fujix P401 (up to 40") and the P701 (up to 100"). These units >>> are about as big as a camcorder and can project a bright, crisp >>> BIG SCREEN image on any white surface. >> I'm really confused... NSB> Especially since the cost is still prohibitive (multi-thousand) even NSB> if it does work. I don't know any cheap big-screen projectors, else NSB> I'd own one. Well, the big screen projectors I'm talking about range from $300-$700. Not bad for a 100" picture :) I beleive SHARP made such a projector and discontinued it (I beleive the first unit did not have as bright an image as they wanted.. which is a problem with such a small LCD type projector). I've seen the discontinued model for sale through close-out outlets in Video magazine for UNDER $300. NSB> Or design a video chip that accepts deflection signals as input and NSB> a raster signal as output. NSB> It would be possible, but it would also take an electronics design NSB> genius. Ah-hah.. so I wasn't completely wrong... just overstepping the bounds of credibility a bit :) Joey McDonald + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!hunter.premier.net!uunet!in2.uu.net!204.245.3.50!news.primenet.com!nickb From: nickb@primenet.com (Nick S Bensema) Newsgroups: rec.games.vectrex Subject: Re: New and Improved Vectrex ][ Date: 14 Jan 1997 20:21:00 -0700 Organization: Primenet (602)416-7000 Lines: 32 Distribution: inet Message-ID: <5bhies$5d2@nnrp1.news.primenet.com> References: <32defb06.5453063@news.concentric.net> <5bg6vs$qe8@milo.mcs.anl.gov> <5bgqe6$okj@nnrp1.news.primenet.com> <5bh23p$79l@nnrp1.news.primenet.com> X-Posted-By: nickb@206.165.5.103 (nickb) In article <5bh23p$79l@nnrp1.news.primenet.com>, Glenn Saunders wrote: > >That "something else" that is needed is either 3D or laser projection. >Color would be nice but not truly necessary. > >Many people consider the Virtual Boy a failure because it used a blocky >bitmap display to drive vector lines, not because it was a concept that >appealed to noone. > >There is incredible inertia and sameness to the current videogame >industry. Something as stark, yet ultra smooth and crisp, the way vector >is, could be a breath of fresh air to the youngsters who never saw a >vector arcade game, and nostalgia to those who lived through and miss >them. I was thinking that perhaps a projection system would be cool, though 3D probably wouldn't appeal quite as much. The N64 or PSX or Saturn could probably easily come up with a red/blue or interlaced 3D system if there were a demand. That "something else" could also be more modern games. Platformers, perhaps. Maybe a port of the famous "Stick Fighter" that you might have seen for the PC. And you'd pretty much HAVE to make a flight sim or two or three for it. -- N i c k B e n s e m a < n i c k b @ p r i m e n e t . c o m > ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 98-KUPD Red Card Holder #710563 WedSpc License #71.0563 + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!news-out.microserve.net!news-in.microserve.net!mr.net!nntp.earthlink.net!usenet From: Micheal Polucha Newsgroups: rec.games.vectrex Subject: Auction/Sell M&T Super Crazy Prices on Classic games! Date: Tue, 14 Jan 1997 23:41:15 -0800 Organization: Earthlink Network, Inc. Lines: 60 Distribution: inet Message-ID: <32DC8A1B.3561@acm.org> Reply-To: mpolucha@acm.org NNTP-Posting-Host: cust48.max68.los-angeles.ca.ms.uu.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) At these prices I will only let the auction/sell go on until January 31st. I will post updates. All games are sealed in the box and new. Each item will sell as soon as someone bids and I don't recieve another bid in 2-3 days (or even just one day!). If an item isn't being bidded on I will lower the price or remove it! Buyer pays shipping and handling (at these prices the shipping will cost more!). Any questions can be sent to mpolucha@acm.org. I would like to get rid of this stuff pronto so go for the minnimum and if you really want it I'll sell immediately! I have more than one copy of the games. 5200 (More to be added soon) Rescue on Fractalus! $5 min Ballblazer $3 min Choplifter! $2 min Vanguard $2 min Galaxian $1.50 min Missile Command $1.50 min Intellivision (More to be added) AD&D Treasure of Tarmin $1.50 min(opened) Atari 400/800/1200etc.. (None yet but more will be added) Want List: Vectrex system (working) Atari 5200 system (working, two joys, p/s, r/f etc..) Atari 7800 system (working, etc..) anything else really cool :) I will also trade for any of the above items. I have Rescue on Fractalus! at AuctionWeb the address is: http://www.ebay.com/aw/item.cgi?item=zab90120 This is a Dutch Auction (2 up for grabs..min bid is $20) Some of the next carts to be added are: (not ordered by system) Frogger Kangaroo Skiing Astrochase Star Raiders Bomb Squad and more! All bids will be processed in a first come first serve basis. Bid increments are: $1-5 25 cents $6-10 50 cents $11-20 75 cents $21-40 $1 $41-infinity $5 Umm am I forgetting anything? Oh yeah check out Handy Capable Ministries. If you live in the Southern California and would like to help out please email us. We help the poor, the homeless, those is hospitals, and we do many more things. We are need of volunteers. To find out more about HCM go to http://home.earthlink.net/~mpolucha/hcm Thank you for your time. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Newsgroups: rec.games.vectrex Path: csus.edu!csulb.edu!news.sgi.com!howland.erols.net!math.ohio-state.edu!cs.utexas.edu!swrinde!sdd.hp.com!hp-pcd!hpcvusn!fred From: fred@cv.hp.com (Fred Taft) Subject: New game source available Sender: news@hpcvusn.cv.hp.com (/usr/spool/news) Message-ID: Date: Wed, 15 Jan 1997 16:09:19 GMT Nntp-Posting-Host: hpcvusd.cv.hp.com Organization: Hewlett-Packard Company, Corvallis, Oregon USA X-Newsreader: TIN [version 1.2 PL2] Lines: 23 Several years ago, I started disassembling the code for Narrow Escape. I succeeded in reverse engineering 99% of it; I became stuck on the sound related functions (which never have made sense to me :-) ) and some of the headset code. I put it aside, with the intent of eventually getting back to it. Well ... I never did get back to it. So I've decided to release it "as is", with the hopes that someone else can do a better job of interpreting the few areas I missed. The game is pretty interesting in how it was constructed; I think people will learn a thing or two from it. I will attempt to attach the commented source as a response to this note. Someone should probably go and add it to the archives. Also, in the distant past, I started reverse engineering Dark Tower. I succeeded in finishing maybe 75% of the code, before I again became stuck. This time, the code for managing the viewable portion of the forest baffled me. Like Narrow Escape, I put it aside. When I get a moment to clean up my source, I will post that one also, in its incomplete state. Fred Taft fred@cv.hp.com + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!howland.erols.net!cam-news-hub1.bbnplanet.com!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!news.mindspring.com!mindspring!news.sprintlink.net!news-dc-5.sprintlink.net!news.sprintlink.net!news-hub.sprintlink.net!news.sprintlink.net!news-atl-21.sprintlink.net!interpath!news.interpath.net!news.interpath.net!jav From: jav@mercury.interpath.com (Joe Venturelli) Newsgroups: rec.games.vectrex Subject: Re: Definitive answer: U.S.A. Copyright length Date: 15 Jan 1997 16:00:25 GMT Organization: Interpath Lines: 31 Distribution: world Message-ID: <5biuup$31q@redstone.interpath.net> References: NNTP-Posting-Host: mercury.interpath.com X-Newsreader: TIN [version 1.2 PL2] Sorry its not definitive. The code on the catridges is COPYRIGHTED. The system is PATENTED. Big difference. Myron A. Calhoun (mac@cis.ksu.edu) wrote: : From a publication I just found from Kinko's (a U.S. photocopying chain) : while cleaning out some files 'cause I'm getting ready to retire: : "Term of Copyright : "A copyright belongs to the author of a work from the moment : it is created until 50 years after the author's death." : --Myron. : -- : # Five boxes preserve our freedoms: soap, ballot, witness, jury, and cartridge : # PhD EE; Assoc. Prof.; W0PBV (913) 532-6350 work 532-7353 fax 539-4448 home : # NRA Life Member and Certified Instructor (Home Firearm Safety, Rifle, Pistol) -- There are two major products that come out of Berkeley: LSD & UNIX. We do not believe this to be a coincidence. Diplomacy is the art of saying "Nice Doggy" until you can find a rock. What was sliced bread the greatest thing since? What part of "Shall Make No Law.." don't you understand?? + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Newsgroups: rec.games.vectrex Path: csus.edu!csulb.edu!news.sgi.com!swrinde!sdd.hp.com!hp-pcd!hpcvusn!fred From: fred@cv.hp.com (Fred Taft) Subject: Re: New game source available Sender: news@hpcvusn.cv.hp.com (/usr/spool/news) Message-ID: Date: Wed, 15 Jan 1997 16:44:50 GMT References: Nntp-Posting-Host: hpcvusd.cv.hp.com Organization: Hewlett-Packard Company, Corvallis, Oregon USA X-Newsreader: TIN [version 1.2 PL2] Lines: 6290 /* * This work was originally done by Fred Taft (fred@.cv.hp.com). * Please forward any comments, corrections or additions back to Fred. * * Note that the work here is incomplete, especially in the area of the * headset control and the sound code. If you can decipher this code further, * please repost it, so that the rest of us can benefit from your knowledge. * * Narrow Escape * ****************************************************************************** * * OVERVIEW: * --------- * * Unlike all previous games, which simply drew lines in any order, and * incorporated color using an overlay, Narrow Escape was one of the first * games to use the headset and a color wheel to give the impression that * red, green or blue lines were simultaneously being drawn, without the * use of an overlay. In a nutshell, the color wheel is designed such * that only one eye sees what is being drawn at any given time. For * the viewing eye, the color wheel is partitioned into a red, a green and * a blue section. When the red section is in front of the player's eye, * the Vectrex will draw the red vectors for the given eye; when the green * section comes in front of the eye, the game will then draw the green * vectors for that eye. If a color requires a large number of vectors to * be drawn, then that color will occupy a greater portion of the color wheel. * The order in which things are drawn are: * * 1) Right eye blue. * 2) Right eye green. * 3) Right eye red. * 4) Left eye blue. * 5) Left eye green. * 6) Left eye red. * * The main drawing function determines when to start drawing a particular * color, by comparing the refresh timer value against a table of known * values; since they known (ideally) how long it should take for a segment * of the color wheel to become visible, they can use hardcoded values. * * To accomplish the drawing described above, this game implements the * concept of 'frames'. This games uses approximately 10 of these frames. * Each frame contains all of the information needed to draw a given item; * i.e. a string, or part of a figure. Some frames have dedicated uses, * while others may be used for different things, depending upon the state * of the game; i.e. the frame used to contain the vector list for the * Warship side fins is not used for anything else; however, the frame * used to display the first bullet fired by the player, is also used at * times to display the player's ship count, or the "Game Over" string. * * During a particular pass, the game will, for instance, ask for the next * red frame; if one if found, then its contents are drawn; if one is not * found, then it will wait to move onto the next color or next eye. * * HEADSET CONTROL: * ---------------- * * I put a lot of effort into trying to decipher the code which controls * the headset. In some areas I succeeded in figuring out what was happening, * but in others, I failed. I do know that it uses a PID algorithm * (Proportional/Integral/Differential) for controlling the velocity of * the color wheel. It appears to take a collection of samplings, to * determine if the wheel is spinning too fast or too slow, and based upon * this collection of samplings, and the previous 3 samplings, adjusts the * rate at which the colorwheel spins. * ****************************************************************************** * * The following the the memory map for Narrow Escape RAM usage: * * C875-C876 Pointer to the next player frame. * * C880 Tolerance value; used during collision detection. If the * distance between two objects is within the tolerance range, * then they are considered to have collided. * * C881 Boolean: flags if bonus has been given for score > 20000. * * C882 Unknown usage contains some info about enemy ship. * * C883 Number of fuel cannisters (and walls) for current level. * * C884 Unknown use: set to 4, if level <= 5, else set to 5. * * C885 Number of enemy ships for current level. * * C886-C887 BCD value associated with current enemy ship. * * C888 Boolean: indicates if player destroyed an enemy. * * C889 Boolean: indicates whether an enemy start is visible; 0 = no, * 0xFF = yes. * * C88A-C88B Pointer to enemy ship vector list. * * C88C Indicates the number of hits needed to destroy the warlord ship. * * C88D-C88E 16-bit x movement delta for enemy ship. * * C88F-C890 16-bit y movement delta for enemy ship. * * C891 Work memory. * * C892 Work memory. * * C893-C894 Work memory. * * C895-C896 Unused. * * C897 Loop counter. * * C898-C89A Unused. * * C89B Bitmask: appears to indicate which sounds should be made: * * 0x01 = Normal game noise * 0x02 = Enemy ship coming * 0x08 = Player passed through fuel wall opening * 0x10 = Player picked up fuel * 0x20 = Player fired a bullet * 0x40 = Player out of fuel * 0x80 = Enemy ship hit or player hit fuel wall. * * C89C Used somehow by the sound functions. * * C89D Used somehow by the sound functions. * * C89E Used somehow by the sound functions. * * C89F Bitmask: appears to indicate which sounds are currently * allowed; assumes same meaning as C89B. * * C8A0 Used somehow by the sound functions. * * C8A1 Used somehow by the sound functions. * * C8A2 Controls sound characteristics (0,1). * * C8A3 Used somehow by the sound functions. * * C8A4 Unknown usage contains some info about enemy ship. * * C8A5 Boolean: appears to also indicate if player has collided with * the enemy ship (see C8BA). * * C8A6 Boolean: flags whether we are drawing for the left eye (0xFF) * or the right eye (0x00). * * C8A7-C8AA Unused. * * C8AB-C8AC Indirect jump pointer; indicates main processing function. * * C8AD-C8AE Counter. * * C8AF Boolean: indicates whether the passage walls should be * drawn (0xFF). When player first enters a new level, the * walls are not initially drawn. * * C8B0 Boolean: indicates if player picked up fuel cannister (0xFF). * * C8B1 During normal play, indicates the number of enemy ships * destroyed. During battle with the warlord ship, indicates * the number of hits on the warlord ship. * * C8B2 Boolean: indicates that player has completed the current * level (0xFF). Used both for enemy levels, and fuel levels. * * C8B3 Unused. * * C8B4 Number of fuel components (walls and cannisters) created * so far. * * C8B5 Boolean: controls whether a fuel wall (0x00) or a fuel * cannister (0xFF) is drawn next. * * C8B6 Index in range 0-2; used during drawing of fuel walls and * cannisters to index into an array which specifies the color * used when drawing the fuel component. * * C8B7-C8B8 Alternate scale factor; used during drawing of when some * objects are exploding. * * C8B9 Boolean: indicates if the player's ship is done * exploding (0xFF). * * C8BA Boolean: flags if enemy ship and player have collided; * 0x00= no collision, 0xFF = collision. * * C8BB Velocity of enemy star; used to update 'y' value. * * C8BC Boolean: flags if enemy star and player have collided; * 0x00= no collision, 0xFF = collision. * * C8BD Current level (0-?). Also used to calculate the number of * enemy ships for the level (level + 6), and the number of * fuel cannisters ((level * 2) + 5). Also used to control * which enemy ship is used for this level. * * C8BE-C8C5 String Buffer: Ship count. Default = "SHIPS 3",0x80. * * C8C6-C8CC String Buffer: Player's score. Default = " 0",0x80. * * C8CD Unused. * * C8CE Unknown usage. * * C8CF-C8D0 Unused. * * C8D1-C8D2 Unknown usage. * * C8D3 Unused. * * C8D4 Unknown usage. * * C8D5-C8D6 Unused. * * C8D7-C8F8 34 byte Frame buffer; see note 1 below. * * Player's ship. * * C8F9-C91A 34 byte Frame buffer; see note 1 below. * * Players first bullet. * "Game Over" string (after game ends). * Player's ship count. * * C91B-C93C 34 byte Frame buffer; see note 1 below. * * Players second bullet. * Player's last score (after game ends, or between levels). * * C93D-C95E 34 byte Frame buffer; see note 1 below. * * Players third bullet. * * C95F-C980 34 byte Frame buffer; see note 1 below. * * Enemy star. * Warlord ship's bullet. * * C981-C9A2 34 byte Frame buffer; see note 1 below. * * Enemy ship. * Warlord ship's target area. * Player's ship count * * C9A3-C9C4 34 byte Frame buffer; see note 1 below. * * Warlord ship's body. * Player's score. * * C9C5-C9E6 34 byte Frame buffer; see note 1 below. * * Warlord ship's body. * * C9E7-CA08 34 byte Frame buffer; see note 1 below. * * Warlord ship's top and bottom fins. * * CA09-CA2A 34 byte Frame buffer; see note 1 below. * * Warlord ship's side fins. * * CA2B-CA32 8 byte end-of-frame stack indicator. * * CA33-CA74 Unused. * * CA75-CA76 Frame Pointer: points to the next drawing frame to be processed. * * CA77 Number of units of fuel the player has; also used as the * scale factor when drawing the fuel bar. * * CA78-CA79 Unused. * * CA7A Indicates the number of fuel units consumed per pass through * the game's main loop. * * CA7B-CA7C Unused. * * CA7D Boolean: indicates if the user is completely out of fuel (0xFF). * * CA7E Boolean: flags that the player is low on fuel (0xFF). * * CA7F Boolean: indicates if goggle sync has been received. * * CA80 Unused. * * CA81 Scale factor used by some of the drawing functions. * * CA82 Loop counter used during some drawing. * * CA83 Scale factor used by some drawing functions. * * CA84-CA85 Unused. * * CA86 Number of times the IRQ happed *after* the refresh timer * elapsed for this set of 8 samplings. * * CA87 Number of times the IRQ happed *after* the refresh timer * elapsed for (pass-1) set of 8 samplings. * * CA88 Number of times the IRQ happed *after* the refresh timer * elapsed for (pass-2) set of 8 samplings. * * CA89 Number of times the IRQ happed *after* the refresh timer * elapsed for (pass-3) set of 8 samplings. * * CA8A Loop counter used by IRQ handler; starts at 8, and decrements * each time IRQ triggers. Main portion of IRQ code only * executes when this decrements to 0. Allows a group of * 'samplings' to be taken, before attempting to modify the * velocity of the headset. * * CA8B Assigned a value, but never reference. * * CA8C Used by IRQ handler to adjust headset velocity. * * CA8D Used by IRQ handler to adjust headset velocity. * * CA8E Used by IRQ handler. * * CA90-???? Buffer used by sound routines. * ****************************************************************************** * * NOTES: * ------ * * Note 1: Frame Structure * * ---------------- * 0 | Initial y drawing position * - * 1 | Initial x drawing position * ---------------- * 2 | Unknown * ---------------- * 3 | Scale Factor used when moving to above position, * - * 4 | and for during some drawing. * ---------------- * 5 | Scale Factor used for some drawing, such as embedded * - * 6 | objects (fuel cells and fuel wall openings) * ---------------- * 7 | Frame identifier (See Note 2) * ---------------- * 8 | Intensity * ---------------- * 9 | Vector table or vector list or string address * - * A | for the left eye * ---------------- * B | Vector table vector list or string address * - * C | for the right eye * ---------------- * D | 16-bit X position, * - * E | for enemy ship * ---------------- * F | 16-bit Y position, * - * 10 | for enemy ship * ---------------- * 11 | 16-bit X movement delta, * - * 12 | for enemy ship * ---------------- * 13 | 16-bit Y movement delta, * - * 14 | for enemy ship * ---------------- * 15 | X bounding box min * ---------------- * 16 | X bounding box max * ---------------- * 17 | Y bounding box min * ---------------- * 18 | Y bounding box max * ---------------- * 19 | Unused * ---------------- * 1A | Unused * ---------------- * 1B | Player State (See Note 3) * ---------------- * 1C | Embedded object (y,x) location; used for fuel * - * 1D | wall openings and fuel cells. * ---------------- * 1E | Explosion happening flag (0xFF = explosion) * ---------------- * 1F | Explosion duration counter * ---------------- * 20 | Pointer to the drawing function * - * 21 | associated with this frame object * ---------------- * * Note 2: Frame Identifier * * Each frame has an identifier, which indicates what color * it should be drawn with, and whether or not it is still * visible. * * 0x01 = Blue * 0x02 = Green * 0x03 = Red * 0xFF = End of frame stack * or'ed with 0x10 = Frame not visible * * Note 3: Player State * * 0x00 = Player is in the enemy passage. * 0xFF = Player is in the fuel passage. * ****************************************************************************** */ .org 0x0000; 0000 67 .string "g GCE 1983",0x80; 000B FD0D .word #intro_music_block; 000F 10 .byte 0xF8; /* height */ 0010 E0 .byte 0x40; /* width */ 000F 10 .byte 0x10; /* rel y */ 0010 E0 .byte 0xE0; /* rel x */ 0011 4E .string "NARROW",0x80; 0018 F8 .byte 0xF8; /* height */ 0019 40 .byte 0x40; /* width */ 001A 00 .byte 0x00; /* rel y */ 001B E0 .byte 0xE0; /* rel y */ 001C 45 .string "ESCAPE",0x80,0x00; 0024 BDF18B start: jsr $reinit; 0027 BDF533 jsr $init_music_buf; 002A BDF289 jsr $do_sound; 002D 8610 lda #0x10; 002F B7C81A sta $C81A; /* Set joystick approximation factor */ 0032 7FC821 clr $C821; /* Disable console 2 joysticks */ 0035 7FC822 clr $C822; /* Disable console 2 joysticks */ 0038 8E0C0E ldx #StartupNewGame; 003B BFC8AB stx $C8AB; /* Set the indirect jump ptr */ 003E 7FC89B clr $C89B; /* Clear sound bitmask */ 0041 7FC89F clr $C89F; 0044 8601 lda #0x01; 0046 B7C8A2 sta $C8A2; /* Set sound characteristics index */ 0049 CC00E0 ldd #0x00E0; 004C FDC83D std $C83D; /* Set refresh timer = 0.0382 sec */ 004F F7CA8E stb $CA8E; 0052 CC0008 ldd #0x0008; 0055 FDCA86 std $CA86; 0058 F7CA8A stb $CA8A; /* Init IRQ handler's loop counter */ 005B 7FCA8C clr $CA8C; 005E 7FCA8D clr $CA8D; 0061 CC7E82 ldd #0x7E82; 0064 B7CBF8 sta $CBF8; /* Set up IRQ interrupt vector: JMP */ 0067 D70E stb 0x0E; 0069 CC0271 ldd #IRQ_Handler; 006C FDCBF9 std $CBF9; /* Set IRQ interrupt function: Sync */ 006F 86CD lda #0xCD; /* Force goggle index to trigger off */ 0071 970C sta 0x0C; /* positive edge. */ 0073 7FC891 clr $C891; /* Set loop counter = 0 */ /* Wait for the goggle's disk to come upto speed */ 0076 FCC83D P0076: ldd $C83D; 0079 DD08 std 0x08; /* Set refresh timer */ 007B F6C845 ldb $C845; /* Get current I/O enable setting */ 007E C4BF andb #0xBF; 0080 8607 P0080: lda #0x07; 0082 BDF25B jsr $PF25B; /* Config Port A as an input */ 0085 8D49 bsr GetGoggleIndexState; 0087 B7CA7F sta $CA7F; 008A F6C845 P008A: ldb $C845; /* Get current I/O enable setting */ 008D CA40 orb #0x40; 008F 8607 lda #0x07; 0091 BDF25B jsr $PF25B; /* Config Port A as an output */ 0094 CC0E80 ldd #0x0E80; /* Write 0x80 to Port A */ 0097 BDF256 jsr $byte_2_sound_chip; 009A C660 ldb #0x60; /* Set timing loop value */ 009C 5A P009C: decb; 009D 26FD bne P009C; /* Delay for awhile */ 009F CC0EFF ldd #0x0EFF; /* Write 0xFF to Port A */ 00A2 BDF256 jsr $byte_2_sound_chip; 00A5 F6C845 ldb $C845; 00A8 C4BF andb #0xBF; 00AA 8607 lda #0x07; 00AC BDF25B jsr $PF25B; /* Set Port A as an input */ 00AF 8D1F bsr GetGoggleIndexState; 00B1 7DCA7F tst $CA7F; /* See if the goggle's sync line */ 00B4 2603 bne P00B9; /* has gone from off to on. */ 00B6 4D tsta; 00B7 2605 bne P00BE; /* Sync line changed */ 00B9 B7CA7F P00B9: sta $CA7F; 00BC 20CC bra P008A; 00BE 960D P00BE: lda 0x0D; /* If the refresh timer elapsed, then */ 00C0 8520 bita #0x20; /* the goggle disk is not yet upto */ 00C2 26B2 bne P0076; /* speed; go thru another pass. */ 00C4 7CC891 inc $C891; /* The disk is now upto speed; for */ 00C7 B6C891 lda $C891; /* good measure, repeat, for a */ 00CA 8103 cmpa #0x03; /* total of 3 times. */ 00CC 26A8 bne P0076; 00CE 2020 bra MainGameLoop; /* * GetGoggleIndexState() * * Check to see if the color wheel index has been seen. * * Exit: a = state of goggle index signal * 0 => index signal not seen * !=0 => index signal seen */ GetGoggleIndexState: 00D0 860E lda #0x0E; 00D2 9701 sta 0x01; 00D4 CC1901 ldd #0x1901; 00D7 9700 sta 0x00; 00D9 12 nop; 00DA D700 stb 0x00; 00DC 0F03 clr 0x03; /* Set Port A lines as inputs */ 00DE CC0901 ldd #0x0901; 00E1 9700 sta 0x00; 00E3 12 nop; 00E4 9601 lda 0x01; /* Read Port A lines */ 00E6 12 nop; 00E7 D700 stb 0x00; 00E9 C6FF ldb #0xFF; 00EB D703 stb 0x03; /* Set Port A lines as outputs */ 00ED 8480 anda #0x80; 00EF 39 rts; /* * Main loop for this game. Reads buttons and joystick, * does drawing, and then wait for the IRQ. */ MainGameLoop: 00F0 BDF1A2 jsr $set_refresh; ReturnFromIRQ: 00F3 FCC83D ldd $C83D; 00F6 DD08 std 0x08; /* Set refresh timer */ 00F8 F6C845 ldb $C845; 00FB C4BF andb #0xBF; 00FD 8607 lda #0x07; 00FF BDF25B jsr $PF25B; /* Config Port A as an input */ 0102 BDF1BA jsr $read_switches2; 0105 F6C845 ldb $C845; 0108 CA40 orb #0x40; 010A 8607 lda #0x07; 010C BDF25B jsr $PF25B; /* Config Port A as an output */ 010F CC0E80 ldd #0x0E80; /* Write 0x80 to Port A */ 0112 BDF256 jsr $byte_2_sound_chip; 0115 CCFF02 ldd #0xFF02; 0118 B7CA8B sta $CA8B; 011B D70D stb 0x0D; /* Clear goggle index intrpt flag */ 011D 1CEF andcc #0xEF; /* Enable goggle index intrpt (IRQ) */ 011F FCC825 ldd $C825; 0122 C30001 addd #0x0001; /* For each pass, increment the */ 0125 FDC825 std $C825; /* 'refresh timer expired' counter. */ 0128 BD0651 jsr $DoDrawing; 012B 7FC823 clr $C823; /* Disable joystick approximation */ 012E BDF1F8 jsr $read_jstick; 0131 BD0353 jsr $P0353; 0134 BDF35B jsr $PF35B; 0137 C610 ldb #0x10; 0139 5A P0139: decb; /* Timing loop */ 013A 26FD bne P0139; 013C 7FCA8B clr $CA8B; 013F 3CEF cwai #0xEF; /* Enable IRQ & wait for goggle index */ /* interrupt. */ 0141 BDF289 P0141: jsr $do_sound; 0144 7FC856 clr $C856; 0147 BDF1AF jsr $dptoC8; 014A BD14EB jsr $P14EB; 014D BDF1AA jsr $dptoD0; 0150 39 rts; /* * DrawVectorList() * * Entry: * b = scale factor * x = ptr to vector list of form: * * mode, y, x * mode, y, x * . * 0x01 * * where mode = 0x00 (move), 0xFF (draw) or 0x01 (end). * * This function draws a list of vectors. * */ DrawVectorList: 0151 D704 stb 0x04; /* Save scale factor */ 0153 EC01 P0153: ldd 1,x; /* Load the y position */ 0155 9701 sta 0x01; /* Write y value */ 0157 0F00 clr 0x00; 0159 A600 lda 0,x; /* Load the line pattern */ 015B 3003 leax 3,x; 015D 0C00 inc 0x00; 015F D701 stb 0x01; /* Write x value */ 0161 970A sta 0x0A; /* Write the line pattern */ 0163 0F05 clr 0x05; 0165 CC0040 ldd #0x0040; 0168 D50D P0168: bitb 0x0D; /* Wait for the timer interrupt */ 016A 27FC beq P0168; 016C 1E11 exg x,x; 016E 970A sta 0x0A; /* Clear the line pattern */ 0170 A600 lda 0,x; /* Check the mode for the next pt */ 0172 2FDF ble P0153; /* Keep drawing, until mode = 0x01 */ 0174 39 rts; /* * DrawAnimatedVectorList_Slow() * * Entry: * b = scale factor * x = ptr to 4 entry table of vector ptrs; each of the * entries points to a vector list having the following * form: * * mode, y, x * mode, y, x * . * 0x01 * * where mode = 0x00 (move), 0xFF (draw) or 0x01 (end). * * This function uses a system loop counter (C826)/4 to * determine which of the 4 vector lists to draw. This * formula causes the visuals to change every 4th time * through the processing loop. */ DrawAnimatedVectorList_Slow: 0175 B6C826 lda $C826; 0178 44 lsra; 0179 44 lsra; 017A 8403 P017A: anda #0x03; 017C 48 asla; 017D AE86 ldx a,x; 017F 20D0 bra DrawVectorList; /* * DrawAnimatedVectorList_Fast() * * Entry: * b = scale factor * x = ptr to 4 entry table of vector ptrs; each of the * entries points to a vector list having the following * form: * * mode, y, x * mode, y, x * . * 0x01 * * where mode = 0x00 (move), 0xFF (draw) or 0x01 (end). * * This function uses a system loop counter (C826) to * determine which of the 4 vector lists to draw. This * formula causes the visuals to change every time * through the processing loop. */ DrawAnimatedVectorList_Fast: 0181 B6C826 lda $C826; 0184 20F4 bra P017A; /* * DrawWithMixedScaleFactors() * * Entry: * b = scale factor * C8B7 = alternate scale factor * x = ptr to vector list, of the form: * * mode, y, x * mode, y, x * . * 0x01 * * where mode = 0x00 (move), 0xFF (draw) 0x01 (end), or * 0x02 (move using alternate scale factor) * * This function draws a series of vectors. Usually, the * incoming scale factor will be used. However, if the * mode is 0x02, then the alternate scale factor (in C8B7) * is used, and the operation is treated as a 'move'. */ DrawWithMixedScaleFactors: 0186 3404 pshs b; /* Save the incoming scale factor */ 0188 E660 P0188: ldb 0,s; /* Load the incoming scale factor */ 018A D704 stb 0x04; /* Write the scale factor */ 018C EC01 ldd 1,x; /* Load the y,x values */ 018E 9701 sta 0x01; /* Write the y value */ 0190 0F00 clr 0x00; 0192 A600 lda 0,x; /* Load the mode value */ 0194 2F06 ble P019C; /* Use alternate scale factor? */ 0196 B6C8B7 lda $C8B7; /* Yes */ 0199 9704 sta 0x04; /* Write the alternate scale factor */ 019B 4F clra; /* Treat like a move request */ 019C 3003 P019C: leax 3,x; 019E 0C00 inc 0x00; 01A0 D701 stb 0x01; /* Write the x value */ 01A2 970A sta 0x0A; /* Write the line pattern */ 01A4 0F05 clr 0x05; 01A6 CC0040 ldd #0x0040; 01A9 D50D P01A9: bitb 0x0D; /* Wait for the timer interrupt */ 01AB 27FC beq P01A9; 01AD 1E11 exg x,x; 01AF 970A sta 0x0A; /* Clear the line pattern */ 01B1 A600 lda 0,x; /* Look at mode for next endpoint */ 01B3 8101 cmpa #0x01; /* Time to quit? */ 01B5 26D1 bne P0188; 01B7 3504 puls b; /* Yes */ 01B9 7E0353 jmp $P0353; /* * NE_DrawDots() * * Entry: * b = scale factor * x = ptr to vector list, of the form: * * mode, y, x * mode, y, x * . * 0x01 * * where mode = 0x01 (end), else all others (move and * then draw a dot). * * This function ignores the 'mode' field, except for * using it to tag the end of the vector list. It will * move to the indicated (y,x) position, and will then * draw a dot. */ NE_DrawDots: 01BC D704 stb 0x04; /* Save the scale factor */ 01BE EC01 P01BE: ldd 1,x; /* Load the y,x values */ 01C0 9701 sta 0x01; /* Write the y value */ 01C2 0F00 clr 0x00; 01C4 4F clra; /* Load the line pattern */ 01C5 3003 leax 3,x; /* Advance to next vector entry */ 01C7 0C00 inc 0x00; 01C9 D701 stb 0x01; /* Write the x value */ 01CB 970A sta 0x0A; /* Clear the line pattern */ 01CD 0F05 clr 0x05; 01CF CC0040 ldd #0x0040; 01D2 D50D P01D2: bitb 0x0D; /* Wait for the timer interrupt */ 01D4 27FC beq P01D2; 01D6 1E11 exg x,x; 01D8 030A com 0x0A; /* Start drawing a dot */ 01DA 12 nop; 01DB 12 nop; 01DC 030A com 0x0A; /* Stop drawing a dot */ 01DE A600 lda 0,x; /* Check mode for next endpoint */ 01E0 2FDC ble P01BE; /* End of vector list? */ 01E2 39 rts; /* Yes */ DrawThenZeroIntegrators: 01E3 8D05 bsr Draw4ByteVectorLists; 01E5 86CD lda #0xCD; /* Set goggle index to trigger off */ 01E7 970C sta 0x0C; /* of positive edge; also zero */ 01E9 39 rts; /* the integrators. */ /* * Draw4ByteVectorLists() * * Entry: * CA81 = frame's scale factor * x = ptr to vector list, of the form: * * mode, y, x, counter * mode, y, x, counter * . * 0x01 * * where mode = 0xFF (draw), 0x00(move) or 0x01 (end). * * This function will draw the indicated vectors, using * the passed-in 8-bit scale factor, unless the counter is * >0, in which case, it will calculate a 16-bit scale * factor to use. */ Draw4ByteVectorLists: 01EA 0F00 clr 0x00; 01EC A601 lda 1,x; /* Load the y value */ 01EE 9701 sta 0x01; /* Write the y value */ 01F0 E603 ldb 3,x; /* Load the counter */ 01F2 F7CA82 stb $CA82; /* Save the counter */ 01F5 C655 ldb #0x55; 01F7 F7CA83 stb $CA83; 01FA F6CA81 ldb $CA81; /* Load frame's scale factor */ 01FD 4F clra; /* Assume hi-byte scale factor = 0 */ 01FE 7ACA82 dec $CA82; /* If counter was <= 0, do normal */ 0201 2B0E bmi P0211; /* drawing. */ 0203 78CA83 P0203: asl $CA83; /* Calculate a 16 bit scale factor */ 0206 59 rolb; 0207 49 rola; 0208 CB03 addb #0x03; 020A 8900 adca #0x00; 020C 7ACA82 dec $CA82; 020F 2AF2 bpl P0203; 0211 D704 P0211: stb 0x04; /* Write the scale factor */ 0213 E602 ldb 2,x; /* Load the x value */ 0215 0C00 inc 0x00; 0217 D701 stb 0x01; /* Write the x value */ 0219 E600 ldb 0,x; /* Load the drawing pattern */ 021B 1A10 orcc #0x10; /* Mask (disable) IRQ */ 021D D70A stb 0x0A; /* Write the drawing pattern */ 021F 9705 sta 0x05; /* Write hi-byte of scale factore */ 0221 C640 ldb #0x40; 0223 D50D P0223: bitb 0x0D; /* Wait for timer interrupt */ 0225 27FC beq P0223; 0227 3004 leax 4,x; /* Advance to next endpoint */ 0229 3000 leax 0,x; 022B 0F0A clr 0x0A; /* Clear the drawing pattern */ 022D 1CEF andcc #0xEF; /* Unmask (reenable) IRQ */ 022F B6CA8D lda $CA8D; 0232 2704 beq P0238; 0234 9109 cmpa 0x09; 0236 2205 bhi P023D; 0238 A600 P0238: lda 0,x; 023A 2FA7 ble DrawThenZeroIntegrators; 023C 39 rts; 023D CC0EFF P023D: ldd #0x0EFF; 0240 BDF25B jsr $PF25B; /* Write 0xFF to Port A */ 0243 F6C845 ldb $C845; 0246 C4BF andb #0xBF; 0248 8607 lda #0x07; 024A BDF25B jsr $PF25B; /* Config Port A as input */ 024D 7FCA8D clr $CA8D; 0250 20E6 bra P0238; 0252 B6CA8D P0252: lda $CA8D; 0255 2601 bne P0258; 0257 39 rts; 0258 9109 P0258: cmpa 0x09; 025A 2201 bhi P025D; 025C 39 rts; 025D CC0EFF P025D: ldd #0x0EFF; 0260 BDF25B jsr $PF25B; /* Write 0xFF to Port A */ 0263 F6C845 ldb $C845; 0266 C4BF andb #0xBF; 0268 8607 lda #0x07; 026A BDF25B jsr $PF25B; /* Config Port A as input */ 026D 7FCA8D clr $CA8D; 0270 39 rts; /* * IRQ_Handler() * * This code appears to try to detect if the goggle's * disk has slowed down too much, thus allowing the * refresh timeout to occur *before* the disk has * made a revolution. When too many failures occur, * it appears to adjust some variables, apparently * with the hope of giving the disk time to get * back into sync again. */ IRQ_Handler: 0271 0F0A clr 0x0A; /* Clear line drawing pattern */ 0273 960D lda 0x0D; 0275 8520 bita #0x20; /* Did refresh timer already expire? */ 0277 260D bne Timeout; /* Yes; so mark another timeout */ 0279 B6CA8E lda $CA8E; 027C B7CA8D sta $CA8D; 027F 7ACA8A dec $CA8A; /* Decrement the IRQ loop counter */ 0282 2E7E bgt FinishIRQ; /* Have we taken 8 samples? */ 0284 200E bra ProcessSamples; /* Yes; process the results */ Timeout: 0286 B6CA8C lda $CA8C; /* Refresh timer elapsed */ 0289 B7CA8D sta $CA8D; 028C 7CCA86 inc $CA86; /* Increment failure counter */ 028F 7ACA8A dec $CA8A; /* Have we taken 8 samples? */ 0292 2E6E bgt FinishIRQ; /* Nope; do nothing */ ProcessSamples: 0294 C608 ldb #0x08; 0296 F7CA8A stb $CA8A; /* Reset IRQ sample counter */ 0299 F6CA86 ldb $CA86; /* Sum the # of failures for this */ 029C FBCA87 addb $CA87; /* pass and the previous pass. */ 029F 1F98 tfr b,a; 02A1 800D suba #0x0D; 02A3 40 nega; 02A4 C10D cmpb #0x0D; 02A6 2714 beq P02BC; 02A8 2A0A bpl P02B4; 02AA BBCA8C adda $CA8C; 02AD 250D blo P02BC; 02AF B7CA8C sta $CA8C; 02B2 2008 bra P02BC; 02B4 BBCA8C P02B4: adda $CA8C; 02B7 2403 bhs P02BC; 02B9 B7CA8C sta $CA8C; 02BC FBCA88 P02BC: addb $CA88; /* Failures for (pass - 2) */ 02BF FBCA89 addb $CA89; /* Failures for (pass - 3) */ 02C2 C018 subb #0x18; 02C4 271B beq P02E1; 02C6 1F98 tfr b,a; 02C8 5F clrb; 02C9 40 nega; 02CA 47 asra; 02CB 56 rorb; 02CC 4D tsta; 02CD 2B0A bmi P02D9; 02CF F3CA8E addd $CA8E; 02D2 250D blo P02E1; 02D4 FDCA8E std $CA8E; 02D7 2008 bra P02E1; 02D9 F3CA8E P02D9: addd $CA8E; 02DC 2403 bhs P02E1; 02DE FDCA8E std $CA8E; 02E1 B6CA8E P02E1: lda $CA8E; 02E4 801A suba #0x1A; 02E6 B0CA8C suba $CA8C; 02E9 2208 bhi ShuffleFailureInfo; 02EB B6CA8C lda $CA8C; 02EE 8B1A adda #0x1A; 02F0 B7CA8E sta $CA8E; ShuffleFailureInfo: 02F3 FCCA87 ldd $CA87; /* Shuffle down the failure results */ 02F6 FDCA88 std $CA88; /* information for the last 3 passes */ 02F9 B6CA86 lda $CA86; /* discarding the results for the */ 02FC B7CA87 sta $CA87; /* oldest pass. */ 02FF 7FCA86 clr $CA86; /* Start w/ 0 failures for next pass */ FinishIRQ: 0302 12 nop; 0303 CC0EFF ldd #0x0EFF; /* Write 0xFF to Port A */ 0306 BDF256 jsr $byte_2_sound_chip; 0309 F6C845 ldb $C845; 030C CA40 orb #0x40; 030E 8607 lda #0x07; 0310 BDF25B jsr $PF25B; /* Config Port A as an output */ 0313 BDF354 jsr $reset0ref; 0316 10CECBEA lds #0xCBEA; 031A 7E00F3 jmp $ReturnFromIRQ; /* * DrawOneEnemyPassageWall() * * Entry: * x = ptr to vector list. * y = ptr to scale factor. * * Draw a single wall in the enemy passage; the intensity * used is based upon the value at (0,y). */ DrawOneEnemyPassageWall: 031D A620 lda 0,y; /* Quit when the incoming scale */ 031F 81FF cmpa #0xFF; /* factor is 0xFF. */ 0321 2601 bne P0324; 0323 39 rts; 0324 3410 P0324: pshs x; 0326 C61C ldb #0x1C; 0328 D704 stb 0x04; /* Set scale factor = 0x1C */ 032A EC81 ldd ,x++; /* Load (y,x) values */ 032C 9701 sta 0x01; /* Write y value */ 032E 0F00 clr 0x00; 0330 86CF lda #0xCF; /* Un-zero integrators, and trigger */ 0332 970C sta 0x0C; /* IRQ on positive edge. */ 0334 0C00 inc 0x00; 0336 D701 stb 0x01; /* Write x value */ 0338 C640 ldb #0x40; 033A 0F05 clr 0x05; 033C D50D P033C: bitb 0x0D; /* Wait for scale timer interrupt */ 033E 27FC beq P033C; 0340 A620 lda 0,y; 0342 B7CA81 sta $CA81; /* Save scale factor */ 0345 8B40 adda #0x40; /* Calculate intensity = scale+0x40 */ 0347 2A02 bpl P034B; 0349 867F lda #0x7F; /* If rollover, use 0x7F (max). */ 034B BDF2AB P034B: jsr $intensity_to_a; 034E BD01E3 jsr $DrawThenZeroIntegrators; 0351 3510 puls x; 0353 86CD P0353: lda #0xCD; /* Zero integrators, and trigger IRQ */ 0355 970C sta 0x0C; /* on positive edge. */ 0357 BDF35B jsr $PF35B; 035A BDF57D jsr $PF57D; 035D 39 rts; /* * DrawFuelWall() * * Entry: * x = ptr to 4-byte vector list. * * This function draws a fuel wall, including the appropriate * embedded fuel wall opening. */ DrawFuelWall: 035E 3410 pshs x; 0360 8E148E ldx #FuelWall; 0363 0F00 P0363: clr 0x00; 0365 A601 lda 1,x; 0367 9701 sta 0x01; /* Write the y value */ 0369 E603 ldb 3,x; 036B F7CA82 stb $CA82; /* Set the loop counter */ 036E C655 ldb #0x55; 0370 F7CA83 stb $CA83; 0373 F6CA81 ldb $CA81; /* Get saved scale factor */ 0376 4F clra; 0377 7ACA82 dec $CA82; 037A 2B0E bmi P038A; 037C 78CA83 P037C: asl $CA83; 037F 59 rolb; 0380 49 P0380: rola; 0381 CB03 addb #0x03; 0383 8900 adca #0x00; 0385 7ACA82 dec $CA82; /* Decrement loop counter */ 0388 2AF2 bpl P037C; /* Are we done looping yet? */ 038A D704 P038A: stb 0x04; /* Write scale factor */ 038C E602 ldb 2,x; 038E 0C00 inc 0x00; 0390 D701 stb 0x01; /* Write x value */ 0392 E600 ldb 0,x; /* Get the line drawing pattern */ 0394 1A10 orcc #0x10; /* Disable IRQ interrupts */ 0396 D70A stb 0x0A; /* Write the line drawing pattern */ 0398 9705 sta 0x05; /* Save hi byte of scale factor */ 039A C640 ldb #0x40; 039C D50D P039C: bitb 0x0D; /* Wait for scale timer interrupt */ 039E 27FC beq P039C; 03A0 3004 leax 4,x; /* Advance ptr to next point */ 03A2 3000 leax 0,x; 03A4 0F0A clr 0x0A; /* Clear line drawing pattern */ 03A6 1CEF andcc #0xEF; /* Reenable IRQ interrupts */ 03A8 B6CA8D lda $CA8D; 03AB 2704 beq P03B1; 03AD 9109 cmpa 0x09; 03AF 2206 bhi P03B7; 03B1 A600 P03B1: lda 0,x; 03B3 2FAE ble P0363; 03B5 2015 bra P03CC; 03B7 CC0EFF P03B7: ldd #0x0EFF; 03BA BDF25B jsr $PF25B; /* Write 0xFF to Port A */ 03BD F6C845 ldb $C845; 03C0 C4BF andb #0xBF; 03C2 8607 lda #0x07; 03C4 BDF25B jsr $PF25B; /* Config Port A as input */ 03C7 7FCA8D clr $CA8D; 03CA 20E5 bra P03B1; 03CC 86CF P03CC: lda #0xCF; /* Un-zero integrators, & trigger */ 03CE 970C sta 0x0C; /* IRQ off positive edge. */ 03D0 ECA81C ldd 0x1C,y; /* Get position of embedded object */ 03D3 9701 sta 0x01; /* Write the y value */ 03D5 0F00 clr 0x00; 03D7 A625 lda 5,y; /* Get embedded obj's scale factor */ 03D9 9704 sta 0x04; /* Write the scale factor */ 03DB 1E11 exg x,x; 03DD 0C00 inc 0x00; 03DF D701 stb 0x01; /* Write the x value */ 03E1 C640 ldb #0x40; 03E3 0F05 clr 0x05; 03E5 D50D P03E5: bitb 0x0D; /* Wait for scale timer interrupt */ 03E7 27FC beq P03E5; 03E9 3510 puls x; 03EB BD01E3 jsr $DrawThenZeroIntegrators; 03EE 39 rts; /* * DrawFrameContents() * * Entry: * x = frame ptr * * This function will draw the contents of the indicated * frame. */ DrawFrameContents: 03EF 3450 pshs x,u; 03F1 C61C ldb #0x1C; 03F3 D704 stb 0x04; /* Write the scale factor */ 03F5 E602 ldb 2,x; 03F7 50 negb; 03F8 1D sex; 03F9 C30060 addd #0x0060; 03FC 0F01 clr 0x01; 03FE 0F00 clr 0x00; 0400 86CF lda #0xCF; /* Un-zero integrators, & trigger */ 0402 970C sta 0x0C; /* IRQ off positive edge. */ 0404 0C00 inc 0x00; 0406 7DC8A6 tst $C8A6; 0409 2701 beq P040C; 040B 50 negb; 040C D701 P040C: stb 0x01; 040E C640 ldb #0x40; 0410 0F05 clr 0x05; 0412 D50D P0412: bitb 0x0D; /* Wait for timer interrupt */ 0414 27FC beq P0412; 0416 EC00 ldd 0,x; /* Load drawing (y,x) values */ 0418 9701 sta 0x01; /* Write the y value */ 041A 0F00 clr 0x00; 041C A603 lda 3,x; /* Load scale factor */ 041E 9704 sta 0x04; /* Write scale factor */ 0420 1E11 exg x,x; 0422 0C00 inc 0x00; 0424 D701 stb 0x01; /* Write the x value */ 0426 C640 ldb #0x40; 0428 0F05 clr 0x05; 042A D50D P042A: bitb 0x0D; /* Wait for timer interrupt */ 042C 27FC beq P042A; 042E A605 lda 5,x; /* Load embedded obj's scale factor */ 0430 B7CA81 sta $CA81; /* Save embedded obj's scale factor */ 0433 6D881B tst 0x1B,x; /* Is player in the eneny passage */ 0436 2721 beq P0459; /* or the fuel passage? */ 0438 EC09 ldd 9,x; /* In fuel passage */ 043A 10831479 cmpd #FuelCannister; /* Is this frame a fuel wall */ 043E 2619 bne P0459; /* or a fuel cannister? */ 0440 EC881C ldd 0x1C,x; /* Load embedded objects (y,x) */ 0443 9701 sta 0x01; /* Write y value */ 0445 0F00 clr 0x00; 0447 A605 lda 5,x; /* Load embedded obj's scale factor */ 0449 9704 sta 0x04; /* Write embedded obj's scale factor */ 044B 1E11 exg x,x; 044D 0C00 inc 0x00; 044F D701 stb 0x01; /* Write x value */ 0451 C640 ldb #0x40; 0453 0F05 clr 0x05; 0455 D50D P0455: bitb 0x0D; /* Wait for timer interrupt */ 0457 27FC beq P0455; 0459 A608 P0459: lda 8,x; /* Load intensity value */ 045B BDF2AB jsr $intensity_to_a; 045E 338820 leau 0x20,x; /* Load address of drawing proc */ 0461 1F12 tfr x,y; 0463 7DC8A6 tst $C8A6; 0466 2704 beq P046C; 0468 AE09 ldx 9,x; /* Load vector list # 1 */ 046A 2002 bra P046E; 046C AE0B P046C: ldx 11,x; /* Load vector list # 2 */ 046E BFC82C P046E: stx $C82C; /* Save vector list ptr */ 0471 F6CA81 ldb $CA81; /* Retrieve scale factor */ 0474 ADD4 jsr [,u]; /* (INDIRECT JUMP) */ 0476 3550 puls x,u; 0478 7E0353 jmp $P0353; /* * EP_DrawAllBlueFramesAndWalls_LeftEye() * * This function will draw all of the blue user frames, * and when that completes, will draw any blue walls. * This is only for the left eye. */ EP_DrawAllBlueFramesAndWalls_LeftEye: 047B 73C8A6 com $C8A6; /* Flag we're drawing for left eye */ 047E BD076E jsr $ResetFramePtrToPlayersFirstFrame; 0481 8601 P0481: lda #0x01; /* Request blue frame */ 0483 BD0748 jsr $LocateSpecificFrame; 0486 4D tsta; /* Did we find a frame? */ 0487 2607 bne P0490; /* Yep; so draw it */ 0489 CE0495 ldu #LeftWalls_LeftEye; /* Nope; draw left walls */ 048C BD1146 jsr $DrawEnemyPassageWalls; 048F 39 rts; 0490 BD03EF P0490: jsr $DrawFrameContents; 0493 20EC bra P0481; /* Check for another frame */ LeftWalls_LeftEye: 0495 19 .word LeftWallFar_LeftEye; 0497 19 .word LeftWallNear_LeftEye; /* * EP_DrawAllGreenFramesAndWalls_LeftEye() * * This function will draw all of the green user frames, * and when that completes, will draw any green walls. * This is only for the left eye. */ EP_DrawAllGreenFramesAndWalls_LeftEye: 0499 BD076E jsr $ResetFramePtrToPlayersFirstFrame; 049C 8602 P049C: lda #0x02; /* Request green frame */ 049E BD0748 jsr $LocateSpecificFrame; 04A1 4D tsta; /* Did we find a frame? */ 04A2 260A bne P04AE; /* Yep; so draw it */ 04A4 CE04B3 ldu #RightWalls_LeftEye; /* Nope; draw left walls */ 04A7 BD1146 jsr $DrawEnemyPassageWalls; 04AA BD0141 jsr $P0141; /* Process sounds */ 04AD 39 rts; 04AE BD03EF P04AE: jsr $DrawFrameContents; 04B1 20E9 bra P049C; RightWalls_LeftEye: 04B3 1A .word RightWallFar_LeftEye; 04B5 1A .word RightWallNear_LeftEye; /* * EP_DrawAllRedFrames_LeftEye() * * This function will draw all of the red user frames, * and when that completes, will check to see if the * player has hit an enemy ship or picked up fuel. * The drawing done is only for the left eye. */ EP_DrawAllRedFrames_LeftEye: 04B7 BD076E jsr $ResetFramePtrToPlayersFirstFrame; 04BA 8603 P04BA: lda #0x03; /* Request red frame */ 04BC BD0748 jsr $LocateSpecificFrame; 04BF 4D tsta; /* Did we find a frame? */ 04C0 263D bne P04FF; /* Yep; so draw it */ 04C2 BD0353 jsr $P0353; 04C5 BD1170 jsr $DrawFuelBar; 04C8 FCC886 ldd $C886; /* Load BCD value of enemy ship */ 04CB 7DC888 tst $C888; /* Was an enemy ship destroyed? */ 04CE 2608 bne UpdateScore; 04D0 CC0100 ldd #0x0100; /* Load BCD value of fuel can */ 04D3 7DC8B0 tst $C8B0; /* Did player pickup fuel can? */ 04D6 2720 beq P04F8; UpdateScore: 04D8 8EC8C6 ldx #0xC8C6; /* Yes; update player's score */ 04DB BDF87C jsr $add_d_to_x_in_bcd; 04DE 7DC881 tst $C881; /* Check if score > 20,000 only */ 04E1 2615 bne P04F8; /* once per game. */ 04E3 8EC8C6 ldx #0xC8C6; /* See if player's score is */ 04E6 CE0508 ldu #BonusScoreLevel; /* > 20,000. */ 04E9 BDF8C7 jsr $compare_scores; 04EC 8101 cmpa #0x01; 04EE 2608 bne P04F8; 04F0 86FF lda #0xFF; /* Score is > 20,000 */ 04F2 B7C881 sta $C881; /* Disable doing check again */ 04F5 7CC8C4 inc $C8C4; /* Award a bonus ship */ 04F8 7FC888 P04F8: clr $C888; /* Clear 'enemy destroyed' flag */ 04FB 7FC8B0 clr $C8B0; /* Clear 'fuel picked up' flag */ 04FE 39 rts; 04FF BD03EF P04FF: jsr $DrawFrameContents; 0502 20B6 bra P04BA; /* These appear to not be referenced */ 0504 1A .word 0x1ABD; 0506 1A .word 0x1ABD; BonusScoreLevel: 0508 20 .string " 20000",0x80; /* * CheckForScoreOver20000() * * Entry: * d = value to add to player's score. * * Exit: * C881 = will be set to 0xFF, if the score is now * above 20,000; this is a flag which prevents * this check from happening again, after the * score goes over 20,000. * C8C4 = will be incremented, once the score goes * above 20,000; this awards an extra ship to * the player. * * This function adds the specified value to the player's * score, and then checks to see if the player's score * is now above 20,000. */ CheckForScoreOver20000: 050F 8EC8C6 ldx #0xC8C6; 0512 BDF87C jsr $add_d_to_x_in_bcd; 0515 7DC881 tst $C881; /* Bypass check, if the score */ 0518 2615 bne P052F; /* is already > 20,000. */ 051A 8EC8C6 ldx #0xC8C6; 051D CE0508 ldu #BonusScoreLevel; 0520 BDF8C7 jsr $compare_scores; 0523 8101 cmpa #0x01; 0525 2608 bne P052F; 0527 86FF lda #0xFF; 0529 B7C881 sta $C881; /* Disable future checking */ 052C 7CC8C4 inc $C8C4; /* Award a bonus ship */ 052F 39 P052F: rts; /* * EP_DrawAllBlueFramesAndWalls_RightEye() * * This function will draw all of the blue user frames, * and when that completes, will draw any blue walls. * This is only for the right eye. */ EP_DrawAllBlueFramesAndWalls_RightEye: 0530 7FC8A6 clr $C8A6; /* Flag we're doing right eye */ 0533 BD076E jsr $ResetFramePtrToPlayersFirstFrame; 0536 8601 P0536: lda #0x01; /* Request blue frame */ 0538 BD0748 jsr $LocateSpecificFrame; 053B 4D tsta; /* Did we find a frame? */ 053C 260A bne P0548; /* Yep, so draw it */ 053E CE054D ldu #LeftWalls_RightEye; /* Nope, so draw walls */ 0541 BD1146 jsr $DrawEnemyPassageWalls; 0544 BDF511 jsr $get_random_a2; 0547 39 rts; 0548 BD03EF P0548: jsr $DrawFrameContents; 054B 20E9 bra P0536; /* Check for another frame */ LeftWalls_RightEye: 054D 1A .word LeftWallFar_RightEye; 054F 1A .word LeftWallNear_RightEye; /* * EP_DrawAllGreenFramesAndWalls_RightEye() * * This function will draw all of the green user frames, * and when that completes, will draw any green walls. * This is only for the right eye. */ EP_DrawAllGreenFramesAndWalls_RightEye: 0551 BD076E jsr $ResetFramePtrToPlayersFirstFrame; 0554 8602 P0554: lda #0x02; /* Request green frame */ 0556 BD0748 jsr $LocateSpecificFrame; 0559 4D tsta; /* Did we find a frame? */ 055A 2616 bne P0572; /* Yep, so draw it */ 055C CE0577 ldu #RightWalls_RightEye; /* Nope, so draw walls */ 055F BD1146 jsr $DrawEnemyPassageWalls; 0562 8EF9F0 ldx #0xF9F0; 0565 BDF308 jsr $move_penFF; 0568 BD0353 jsr $P0353; 056B BDF310 jsr $move_pen; 056E BD0353 jsr $P0353; 0571 39 rts; 0572 BD03EF P0572: jsr $DrawFrameContents; 0575 20DD bra P0554; /* Check for another wall */ RightWalls_RightEye: 0577 1A .word RightWallFar_RightEye; 0579 1A .word RightWallNear_RightEye; /* * EP_DrawAllRedFrames_RightEye() * * This function will draw all of the red user frames, * and when that completes, will draw the fuel bar. * This is only for the right eye. */ EP_DrawAllRedFrames_RightEye: 057B BD076E jsr $ResetFramePtrToPlayersFirstFrame; 057E 8603 P057E: lda #0x03; /* Request red frame */ 0580 BD0748 jsr $LocateSpecificFrame; 0583 4D tsta; /* Did we find a frame? */ 0584 2607 bne P058D; /* Yep, so draw it */ 0586 BD0353 jsr $P0353; /* Nope, so draw fuel bar */ 0589 BD1170 jsr $DrawFuelBar; 058C 39 rts; 058D BD03EF P058D: jsr $DrawFrameContents; 0590 20EC bra P057E; /* Check for another frame */ /* These appear to not be referenced */ 0592 1A .word 0x1AA6; 0594 1A .word 0x1AA6; /* * NE_DisplayString() * * Entry: * C82A = character cell height * C82B = character cell width * C82C-C82D = string ptr * * This function displays a character string at the current * position. It is basically identical to the string * function in the ExecRom, with the only major difference * being what is done after the drawing is completed. */ NE_DisplayString: 0596 8EF9D4 ldx #0xF9D4; 0599 CC1883 ldd #0x1883; 059C 0F01 clr 0x01; 059E 970B sta 0x0B; 05A0 D700 P05A0: stb 0x00; 05A2 0A00 dec 0x00; 05A4 CC8081 ldd #0x8081; 05A7 12 nop; 05A8 0C00 inc 0x00; 05AA D700 stb 0x00; 05AC 9700 sta 0x00; 05AE 12 nop; 05AF 12 nop; 05B0 0C00 inc 0x00; 05B2 B6C82B lda $C82B; 05B5 9701 sta 0x01; 05B7 CC0100 ldd #0x0100; 05BA FEC82C ldu $C82C; 05BD 9700 sta 0x00; 05BF 2004 bra P05C5; 05C1 A686 P05C1: lda a,x; 05C3 970A sta 0x0A; 05C5 A6C0 P05C5: lda ,u+; 05C7 2AF8 bpl P05C1; 05C9 8681 lda #0x81; 05CB 9700 sta 0x00; 05CD 0001 neg 0x01; 05CF 8601 lda #0x01; 05D1 9700 sta 0x00; 05D3 8CFBB4 cmpx #0xFBB4; 05D6 272C beq P0604; 05D8 308850 leax 0x50,x; 05DB 1F30 tfr u,d; 05DD B3C82C subd $C82C; 05E0 C002 subb #0x02; 05E2 58 aslb; 05E3 2100 brn P05E5; 05E5 8681 P05E5: lda #0x81; 05E7 12 nop; 05E8 5A decb; 05E9 26FA bne P05E5; 05EB 9700 sta 0x00; 05ED F6C82A ldb $C82A; 05F0 D701 stb 0x01; 05F2 0A00 dec 0x00; 05F4 CC8101 ldd #0x8101; 05F7 12 nop; 05F8 9700 sta 0x00; 05FA 0F01 clr 0x01; 05FC D700 stb 0x00; 05FE 9700 sta 0x00; 0600 C603 ldb #0x03; 0602 209C bra P05A0; 0604 8698 P0604: lda #0x98; 0606 970B sta 0x0B; 0608 7E0353 jmp $P0353; /* * UpdatePlayersFuelLevel() * * Entry: * CA77 = player's fuel supply * CA7A = fuel consumption rate * * Every 32nd pass through the mainloop, this function will * subtract some fuel from the player's supply. If the * player starts running low on fuel, set a flag, which will * cause the fuel bar to start flashing. If the player is * out of fuel, then set a different flag, which will * prevent the fuel bar from drawing at all. */ UpdatePlayersFuelLevel: 060B B6C826 lda $C826; /* Every 32nd pass, subtract out */ 060E 841F anda #0x1F; /* some fuel from player's supply. */ 0610 260E bne P0620; 0612 FCCA77 ldd $CA77; /* Get player's fuel setting */ 0615 B3CA7A subd $CA7A; /* Subtract some out */ 0618 FDCA77 std $CA77; /* Save new fuel setting */ 061B 2A03 bpl P0620; 061D 7FCA77 clr $CA77; /* Can't have minus fuel; set to 0*/ 0620 7DCA7E P0620: tst $CA7E; /* Is player already low on fuel? */ 0623 261F bne P0644; 0625 B6CA77 lda $CA77; /* Is player almost out of fuel? */ 0628 810F cmpa #0x0F; 062A 2418 bhs P0644; /* Are there >= 15 units left? */ 062C 86FF lda #0xFF; /* Nope; running low */ 062E B7CA7E sta $CA7E; /* Flag that player is low on fuel */ 0631 B6C89B lda $C89B; 0634 8A04 ora #0x04; /* Make 'running low on fuel' sound */ 0636 B7C89B sta $C89B; 0639 B6C89F lda $C89F; 063C 8A04 ora #0x04; /* Enable the above sound */ 063E B7C89F sta $C89F; 0641 B6CA77 lda $CA77; 0644 8101 P0644: cmpa #0x01; /* Are there any fuel units left? */ 0646 2C08 bge P0650; 0648 7FCA77 clr $CA77; /* Nope; we're history */ 064B 86FF lda #0xFF; 064D B7CA7D sta $CA7D; /* Flag that player is out of fuel */ 0650 39 P0650: rts; /* * DoDrawing() * * Entry: * C8AB = Processing function to invoke * * This function invokes the primary processing function, * and then attempts to do some drawing. Before doing the * drawing, it will wait until the refresh counter has * decremented to match a predefined checkpoint value. */ DoDrawing: 0651 AD9FC8AB jsr [0xC8AB]; /* Call main processing function */ 0655 108E14DF ldy #FrameDrawingProcs; 0659 CE14D1 ldu #RefreshCheckPoints; 065C EC40 P065C: ldd 0,u; /* Load next checkpoint value */ 065E 2601 bne P0661; 0660 39 rts; 0661 BD0252 P0661: jsr $P0252; 0664 EC40 ldd 0,u; /* Wait until the correct part of the */ 0666 9109 cmpa 0x09; /* color wheel is visible, before */ 0668 23F7 bls P0661; /* starting to draw. */ 066A AEA1 ldx ,y++; 066C 3460 pshs y,u; 066E AD00 jsr 0,x; /* Call drawing function */ 0670 3560 puls y,u; 0672 3342 leau 2,u; /* Get next checkpoint */ 0674 20E6 bra P065C; 0676 B6C8D4 P0676: lda $C8D4; 0679 8180 cmpa #0x80; 067B 2306 bls P0683; 067D FCC8D1 ldd $C8D1; 0680 FDC8D4 std $C8D4; 0683 8EC8D4 P0683: ldx #0xC8D4; 0686 B6C882 lda $C882; 0689 8D55 bsr P06E0; 068B BD0738 jsr $P0738; 068E 39 rts; 068F 7FC8B2 P068F: clr $C8B2; 0692 B6C8D4 lda $C8D4; 0695 8180 cmpa #0x80; 0697 231F bls P06B8; 0699 B6C8D1 lda $C8D1; 069C B7C8D4 sta $C8D4; 069F 81FF cmpa #0xFF; 06A1 2604 bne P06A7; 06A3 73C8B2 com $C8B2; 06A6 39 rts; 06A7 B6C8CE P06A7: lda $C8CE; 06AA 81FF cmpa #0xFF; 06AC 2707 beq P06B5; 06AE 86FF lda #0xFF; 06B0 B7C8CE sta $C8CE; 06B3 2003 bra P06B8; 06B5 B7C8D1 P06B5: sta $C8D1; 06B8 8EC8D4 P06B8: ldx #0xC8D4; 06BB B6C882 lda $C882; 06BE 8D20 bsr P06E0; 06C0 B6C8D4 lda $C8D4; 06C3 C650 ldb #0x50; 06C5 3D mul; 06C6 F6C8D1 ldb $C8D1; 06C9 C1FF cmpb #0xFF; 06CB 2601 bne P06CE; 06CD 39 rts; 06CE B7C8D1 P06CE: sta $C8D1; 06D1 C64A ldb #0x4A; 06D3 3D mul; 06D4 F6C8CE ldb $C8CE; 06D7 C1FF cmpb #0xFF; 06D9 2601 bne P06DC; 06DB 39 rts; 06DC B7C8CE P06DC: sta $C8CE; 06DF 39 rts; 06E0 3402 P06E0: pshs a; 06E2 EC00 ldd 0,x; 06E4 2603 bne P06E9; 06E6 3502 puls a; 06E8 39 rts; 06E9 A601 P06E9: lda 1,x; 06EB E660 ldb 0,s; 06ED 3D mul; 06EE 8900 adca #0x00; 06F0 1F89 tfr a,b; 06F2 4F clra; 06F3 FDC891 std $C891; 06F6 A600 lda 0,x; 06F8 E660 ldb 0,s; 06FA 3D mul; 06FB F3C891 addd $C891; 06FE E300 addd 0,x; 0700 ED00 std 0,x; 0702 3502 puls a; 0704 39 rts; /* * UpdateFramesScaleAndIntensity() * * Entry: * x = Frame ptr * * This function recalulates the scale factors and the * intensity values for a frame. The intensity is calculated * as follows: * * new intensity = new scale factor + 0x40 * if (new intensity < 0) [ check for rollover ] * new intensity = 0x7F (max) */ UpdateFramesScaleAndIntensity: 0705 EC03 ldd 3,x; /* Load 16-bit scale factor */ 0707 2601 bne P070A; /* Skip, if scale factor = 0 */ 0709 39 rts; 070A A604 P070A: lda 4,x; /* Load hi-byte of scale factor */ 070C C61F ldb #0x1F; 070E 3D mul; 070F 8900 adca #0x00; 0711 1F89 tfr a,b; 0713 4F clra; 0714 3406 pshs a,b; 0716 A603 lda 3,x; /* Load low-byte of scale factor */ 0718 C61F ldb #0x1F; 071A 3D mul; 071B E3E1 addd ,s++; 071D A303 subd 3,x; 071F 43 coma; 0720 53 comb; 0721 C30001 addd #0x0001; 0724 ED03 std 3,x; /* Save new 16-bit scale factor */ 0726 48 asla; 0727 48 asla; 0728 C640 ldb #0x40; 072A 3D mul; 072B A702 sta 2,x; 072D A603 lda 3,x; /* Recalculate intensity */ 072F 8B40 adda #0x40; 0731 2A02 bpl P0735; 0733 867F lda #0x7F; 0735 A708 P0735: sta 8,x; /* Save new intensity */ 0737 39 rts; 0738 B6C8D4 P0738: lda $C8D4; 073B C650 ldb #0x50; 073D 3D mul; 073E B7C8D1 sta $C8D1; 0741 C64A ldb #0x4A; 0743 3D mul; 0744 B7C8CE sta $C8CE; 0747 39 rts; /* * LocateSpecificFrame() * * Entry: * a = Frame identifier * C875-C876 = Ptr to 1st frame to check * * Exit: * a = 0 (no match) or 0xFF (match found) * x = ptr to matching frame * C875-C876 = Ptr to next frame after matching one * * This function attempts to locate the next frame in the * sequence, having the indicated frame identifier * (1=blue, 2=green and 3=red). */ LocateSpecificFrame: 0748 B7C892 sta $C892; /* Save incoming frame number */ 074B BD0252 jsr $P0252; 074E B6C892 lda $C892; /* Load incoming frame number */ 0751 BECA75 ldx $CA75; /* Load addr of 1st frame */ 0754 6D07 P0754: tst 7,x; /* Quit when last frame found */ 0756 2C02 bge P075A; 0758 4F clra; /* Flag that no match was found */ 0759 39 rts; 075A A107 P075A: cmpa 7,x; /* Do frame numbers match? */ 075C 260B bne P0769; /* Nope; try next frame */ 075E 1F13 tfr x,u; /* Yes, we want this frame */ 0760 33C822 leau 0x22,u; /* Get address of next frame */ 0763 FFCA75 stu $CA75; /* Save the address of next frame */ 0766 86FF lda #0xFF; /* Flag that a match was found */ 0768 39 rts; 0769 308822 P0769: leax 0x22,x; /* Get address of next frame */ 076C 20E6 bra P0754; /* Keep trying */ /* * ResetFramePtrToPlayersFirstFrame() * * Exit: * C875-C876 = Ptr to player's first frame (C8D7) * * This function sets the frame ptr (CA75) used by * LocateSpecificFrame(), to point to the player's * first frame (C8D7). */ ResetFramePtrToPlayersFirstFrame: 076E 8EC8D7 ldx #0xC8D7; 0771 BFCA75 stx $CA75; 0774 39 rts; /* * UpdatePlayersPosition() * * This function uses the joystick positions to update * the position of the player's ship. The joystick must * be moved past a certain threshold, in order for the * ship's position to be affected. In addition, it will * not allow the ship to move past certain side, top and * bottom boundaries: top = 0x60, bottom = 0xA0, * left = 0xBC and right = 0x54. * * It should be noted that moving the joystick up causes * the ship to move down. * * All information for the player's ship is kept in the * frame C8D7. */ UpdatePlayersPosition: 0775 8EC8D7 ldx #0xC8D7; /* Load addr of players ship frame */ 0778 A600 lda 0,x; /* Load current y value */ 077A F6C81C ldb $C81C; /* Load joystick up/down value */ 077D C130 cmpb #0x30; /* Check value against threshold 1 */ 077F 2E0E bgt P078F; 0781 C1D0 cmpb #0xD0; /* Check value against threshold 2 */ 0783 2E12 bgt P0797; 0785 8160 cmpa #0x60; /* Update the y value only if the */ 0787 2C0E bge P0797; /* ship is not already at top. */ 0789 8B04 adda #0x04; /* y = y + 4 */ 078B A700 sta 0,x; /* Save new y value */ 078D 2008 bra P0797; 078F 81A0 P078F: cmpa #0xA0; /* Update the y value only if the */ 0791 2F04 ble P0797; /* ship is not already at bottom. */ 0793 8BFC adda #0xFC; /* y = y - 4 */ 0795 A700 sta 0,x; /* Save new y value */ 0797 A601 P0797: lda 1,x; /* Load current x value */ 0799 F6C81B ldb $C81B; /* Load joystick left/right value */ 079C C1D0 cmpb #0xD0; /* Check value against threshold 1 */ 079E 2D0E blt P07AE; 07A0 C130 cmpb #0x30; /* Check value against threshold 2 */ 07A2 2D12 blt P07B6; 07A4 8154 cmpa #0x54; /* Update the x value only if the */ 07A6 2C0E bge P07B6; /* ship not already at right edge */ 07A8 8B04 adda #0x04; /* x = x + 4 */ 07AA A701 sta 1,x; /* Save new x value */ 07AC 2008 bra P07B6; 07AE 81BC P07AE: cmpa #0xBC; /* Update the x value only if the */ 07B0 2F04 ble P07B6; /* ship not already at left edge */ 07B2 8BFC adda #0xFC; /* x = x - 4 */ 07B4 A701 sta 1,x; /* Save new x value */ 07B6 39 P07B6: rts; /* * ProcessEnemyStar() * * Entry: * C8BB = Enemy ship velocity * * This function takes care of processing the enemy star. * If the enemy star is visible, then it will update its * position, and check to see if it has moved off of the * top of the display, or if it has collided with the * player's ship. If it has moved off of the top of the * display, then a new enemy star will start up. When * a collision occurs, an explosion pattern is displayed. * * All information about the enemy star is kept in the * frame C95F. */ ProcessEnemyStar: 07B7 7FC8BC clr $C8BC; /* Clear the 'collision' flag */ 07BA 7DC889 tst $C889; /* Is enemy star active */ 07BD 2601 bne P07C0; 07BF 39 rts; 07C0 8EC95F P07C0: ldx #0xC95F; /* Get ptr to enemy star frame */ 07C3 A607 lda 7,x; /* See if the enemy star is visible? */ 07C5 8510 bita #0x10; 07C7 271C beq P07E5; 07C9 6D881E tst 0x1E,x; /* No; restart a new one only if */ 07CC 2701 beq P07CF; /* it did not collide with player */ 07CE 39 rts; 07CF F6C8D8 P07CF: ldb $C8D8; /* Restart new enemy star */ 07D2 8680 lda #0x80; /* Set x position = players position */ 07D4 ED00 std 0,x; /* Force y = bottom of screen */ 07D6 8603 lda #0x03; 07D8 A707 sta 7,x; /* Frame # = 3 (Red) */ 07DA CC16F7 ldd #EnemyStarVectorList; 07DD ED09 std 9,x; /* Set vector list 1 */ 07DF ED0B std 11,x; /* Set vector list 2 */ 07E1 6F881E clr 0x1E,x; /* Clear 'collision' flag */ 07E4 39 rts; 07E5 E600 P07E5: ldb 0,x; 07E7 FBC8BB addb $C8BB; /* Get velocity value */ 07EA E700 stb 0,x; /* Update y value */ 07EC 6D881E tst 0x1E,x; 07EF 271A beq P080B; /* If the enemy star collided with */ 07F1 6A881F dec 0x1F,x; /* the player, then display an */ 07F4 2719 beq P080F; /* explosion pattern for a while. */ 07F6 CE1AD4 ldu #ExplosionVectorTable; 07F9 B6C826 lda $C826; 07FC 8403 anda #0x03; /* Animate, by changing between 1 */ 07FE 48 asla; /* of 4 possible explosion patterns */ 07FF ECC6 ldd a,u; 0801 ED09 std 9,x; /* Set the explosion vector list */ 0803 ED0B std 11,x; /* Set the explosion vector list */ 0805 CC01BC ldd #NE_DrawDots; 0808 ED8820 std 0x20,x; /* Set the drawing function */ 080B C178 P080B: cmpb #0x78; /* Has the enemy star reached the */ 080D 2F05 ble P0814; /* top of the screen? */ 080F 8613 P080F: lda #0x13; /* Yes; so tag the frame as no */ 0811 A707 sta 7,x; /* longer being visible. */ 0813 39 rts; 0814 BD1224 P0814: jsr $CheckForCollisionWithPlayer; 0817 4D tsta; 0818 2601 bne P081B; 081A 39 rts; 081B 73C8BC P081B: com $C8BC; /* Flag collision with player */ 081E 63881E com 0x1E,x; /* Flag collision with player */ 0821 8618 lda #0x18; /* Set timer value, which controls */ 0823 A7881F sta 0x1F,x; /* duration of the explosion. */ 0826 39 rts; /* * DrawPlayersShipExploding() * * This function drawing the player's ship exploding * into multiple pieces. It does this by incrementing * the alternate scale factor (C8B7); drawing continues * until the alternate scale factor reaches 0x3000, at * which point we set a flag (C8B9) to indicate that we * are done, and it is time to move onto the next phase. */ DrawPlayersShipExploding: 0827 8EC8D7 ldx #0xC8D7; /* Get addr of player's frame */ 082A 7FC8B9 clr $C8B9; /* Clear 'player done exploding flag */ 082D FCC8B7 ldd $C8B7; /* Has scale factor surpassed the */ 0830 10833000 cmpd #0x3000; /* upper bound? */ 0834 2304 bls P083A; 0836 73C8B9 com $C8B9; /* Flag that we are done */ 0839 39 rts; 083A C30180 P083A: addd #0x0180; 083D FDC8B7 std $C8B7; /* Increment alternate scale factor */ 0840 CC0186 ldd #DrawWithMixedScaleFactors; 0843 FDC8F7 std $C8F7; /* Set drawing function */ 0846 CC1941 ldd #PlayersShipExploding_1; 0849 FDC8E0 std $C8E0; /* Set vector list 1 */ 084C CC1981 ldd #PlayersShipExploding_2; 084F FDC8E2 std $C8E2; /* Set vector list 2 */ 0852 39 rts; /* * InitializePlayerFrame() * * This function initializes all of the important fields * within the frame used to display the player's ship. * * All information about the players ship is kept in the * frame C8D7. */ InitializePlayerFrame: 0853 8EC8D7 ldx #0xC8D7; /* Get addr of player's frame */ 0856 6F881B clr 0x1B,x; /* Flag player in enemy passage */ 0859 8603 lda #0x03; /* Set frame # = 3 (red) */ 085B A707 sta 7,x; 085D CC0151 ldd #DrawVectorList; 0860 ED8820 std 0x20,x; /* Set drawing function */ 0863 8640 lda #0x40; 0865 A702 sta 2,x; 0867 863F lda #0x3F; 0869 A703 sta 3,x; /* Set scale factor */ 086B C680 ldb #0x80; 086D 3D mul; 086E 48 asla; 086F A702 sta 2,x; 0871 8610 lda #0x10; 0873 A705 sta 5,x; /* Set embedded obj's scale factor */ 0875 867F lda #0x7F; 0877 A708 sta 8,x; /* Set intensity */ 0879 CC190D ldd #PlayersShip_2; 087C ED09 std 9,x; /* Set vector list 1 */ 087E CC18D9 ldd #PlayersShip_1; 0881 ED0B std 11,x; /* Set vector list 2 */ 0883 4F clra; 0884 5F clrb; 0885 ED00 std 0,x; /* Set initial position = (0,0) */ 0887 6F881E clr 0x1E,x; 088A 39 rts; /* * SetEnemyShipInfo() * SetEnemyShipInfo_2() * * These function determines which enemy ship needs to be * displayed for this level, along with the characteristics * of the enemy ship. It loads all of these characteristics * into memory locations, which are used by other functions. * * SetEnemyShipInfo() also initializes some of the player's * flags, and is usually called at the start of a new turn * for the player (i.e. after a crash). SetEnemyShipInfo_2() * does not initialize the player's flags, and is usually * called when the player has completed travel through * the fuel passage, and is about to enter the next enemy * passage. * * All information about the players ship is kept in the * frame C8D7. */ SetEnemyShipInfo: 088B CC3000 ldd #0x3000; 088E FDCA77 std $CA77; /* Give player 0x30 units of fuel */ 0891 7FCA7D clr $CA7D; /* Clear 'out of fuel' flag */ 0894 7FCA7E clr $CA7E; /* Clear 'low on fuel' flag */ 0897 CC0080 ldd #0x0080; 089A CC0100 ldd #0x0100; 089D FDCA7A std $CA7A; /* Set fuel usage to 1 unit */ SetEnemyShipInfo_2: 08A0 B6C8BD lda $C8BD; /* Calculate the number of fuel */ 08A3 48 asla; /* objects for this next level. */ 08A4 8B05 adda #0x05; /* # = (level * 2) + 5 */ 08A6 B7C883 sta $C883; 08A9 C604 ldb #0x04; /* Based on the current level, */ 08AB B6C8BD lda $C8BD; /* set $C884 to either 4 or 5 */ 08AE 8105 cmpa #0x05; 08B0 2301 bls P08B3; 08B2 5C incb; 08B3 F7C884 P08B3: stb $C884; 08B6 B6C8BD lda $C8BD; 08B9 8B06 adda #0x06; 08BB B7C885 sta $C885; /* Enemy ship count = level + 6 */ 08BE B6C8BD lda $C8BD; /* Determine which enemy ship will */ 08C1 810E cmpa #0x0E; /* used at this level: 0 - 14 */ 08C3 2302 bls P08C7; 08C5 860E lda #0x0E; 08C7 C60D P08C7: ldb #0x0D; /* 0x0D = size of each table entry */ 08C9 3D mul; /* Get index into enemy ship array */ 08CA CE08FD ldu #EnemyShipInfoTable; 08CD 33CB leau d,u; /* Get ptr to the enemy ship data */ 08CF ECC1 ldd ,u++; 08D1 FDC886 std $C886; /* BCD value of enemy ship */ 08D4 A6C0 lda ,u+; 08D6 B7C882 sta $C882; 08D9 A6C0 lda ,u+; 08DB B7C889 sta $C889; /* Flag; do/don't display enemy star */ 08DE ECC1 ldd ,u++; 08E0 FDC88A std $C88A; /* Save vector list ptr */ 08E3 ECC1 ldd ,u++; 08E5 FDC88D std $C88D; /* Save x movement delta */ 08E8 ECC1 ldd ,u++; 08EA FDC88F std $C88F; /* Save y movement delta */ 08ED A6C0 lda ,u+; 08EF B7C8A4 sta $C8A4; 08F2 A6C0 lda ,u+; /* Number of hits needed to destroy */ 08F4 B7C88C sta $C88C; /* the warlord ship. */ 08F7 A6C0 lda ,u+; 08F9 B7C880 sta $C880; /* Save contact tolerance value */ 08FC 39 rts; /* * The following is an array of 17 blocks of data, each block * of which is 0x0D (13) bytes long. It appears that the * code only uses the first 16 blocks (0 - 0x0E). Each block * contains the following information: * * ------------------------ * 0 | BCD Value of | * --- --- * 1 | Enemy Ship | * ------------------------ * 2 | | * ------------------------ * 3 | Display Enemy Star | * ------------------------ * 4 | Enemy Ship | * --- --- * 5 | Vector Table | * ------------------------ * 6 | X Movement | * --- --- * 7 | Delta | * ------------------------ * 8 | Y Movement | * --- --- * 9 | Delta | * ------------------------ * 10 | | * ------------------------ * 11 | Number of hits to | * | destroy warlord ship | * ------------------------ * 12 | Contact Tolerance | * ------------------------ */ EnemyShipInfoTable: 08FD 00 .word 0x0050; 08FF 08 .byte 0x08; 0900 00 .byte 0x00; 0901 17 .word EnemyShip1VectorTable; 0903 00 .word 0x0000; 0905 00 .word 0x0000; 0907 08 .byte 0x08; 0908 00 .byte 0x00; 0909 10 .byte 0x10; 090A 01 .word 0x0100; 090C 0C .byte 0x0C; 090D FF .byte 0xFF; 090E 17 .word EnemyShip2VectorTable; 0910 01 .word 0x0100; 0912 FF .word 0xFF00; 0914 08 .byte 0x08; 0915 00 .byte 0x00; 0916 0E .byte 0x0E; 0917 01 .word 0x0150; 0919 10 .byte 0x10; 091A FF .byte 0xFF; 091B 17 .word EnemyShip3VectorTable; 091D FE .word 0xFE00; 091F 02 .word 0x0200; 0921 09 .byte 0x09; 0922 05 .byte 0x05; 0923 0C .byte 0x0C; 0924 02 .word 0x0200; 0926 18 .byte 0x18; 0927 FF .byte 0xFF; 0928 18 .word EnemyShip4VectorTable; 092A 03 .word 0x0300; 092C 03 .word 0x0300; 092E 09 .byte 0x09; 092F 00 .byte 0x00; 0930 0C .byte 0x0C; 0931 02 .word 0x0250; 0933 20 .byte 0x20; 0934 FF .byte 0xFF; 0935 17 .word EnemyShip1VectorTable; 0937 04 .word 0x0400; 0939 01 .word 0x0100; 093B 0A .byte 0x0A; 093C 00 .byte 0x00; 093D 0B .byte 0x0B; 093E 03 .word 0x0300; 0940 30 .byte 0x30; 0941 FF .byte 0xFF; 0942 17 .word EnemyShip2VectorTable; 0944 02 .word 0x0200; 0946 04 .word 0x0400; 0948 0A .byte 0x0A; 0949 07 .byte 0x07; 094A 0A .byte 0x0A; 094B 03 .word 0x0350; 094D 48 .byte 0x48; 094E FF .byte 0xFF; 094F 17 .word EnemyShip3VectorTable; 0951 FC .word 0xFC00; 0953 01 .word 0x0100; 0955 0B .byte 0x0B; 0956 00 .byte 0x00; 0957 0A .byte 0x0A; 0958 04 .word 0x0400; 095A 60 .byte 0x60; 095B FF .byte 0xFF; 095C 18 .word EnemyShip4VectorTable; 095E 04 .word 0x0400; 0960 03 .word 0x0300; 0962 0B .byte 0x0B; 0963 00 .byte 0x00; 0964 09 .byte 0x09; 0965 04 .word 0x0450; 0967 7F .byte 0x7F; 0968 FF .byte 0xFF; 0969 17 .word EnemyShip1VectorTable; 096B 02 .word 0x0200; 096D 04 .word 0x0400; 096F 0C .byte 0x0C; 0970 09 .byte 0x09; 0971 09 .byte 0x09; 0972 05 .word 0x0500; 0974 7F .byte 0x7F; 0975 FF .byte 0xFF; 0976 17 .word EnemyShip2VectorTable; 0978 01 .word 0x0100; 097A 04 .word 0x0400; 097C 0C .byte 0x0C; 097D 00 .byte 0x00; 097E 08 .byte 0x08; 097F 05 .word 0x0500; 0981 7F .byte 0x7F; 0982 FF .byte 0xFF; 0983 17 .word EnemyShip3VectorTable; 0985 01 .word 0x0100; 0987 04 .word 0x0400; 0989 0C .byte 0x0C; 098A 00 .byte 0x00; 098B 08 .byte 0x08; 098C 05 .word 0x0500; 098E 7F .byte 0x7F; 098F FF .byte 0xFF; 0990 18 .word EnemyShip4VectorTable; 0992 01 .word 0x0100; 0994 04 .word 0x0400; 0996 0C .byte 0x0C; 0997 0B .byte 0x0B; 0998 07 .byte 0x07; 0999 05 .word 0x0500; 099B 7F .byte 0x7F; 099C FF .byte 0xFF; 099D 17 .word EnemyShip1VectorTable; 099F 01 .word 0x0100; 09A1 04 .word 0x0400; 09A3 0C .byte 0x0C; 09A4 00 .byte 0x00; 09A5 07 .byte 0x07; 09A6 05 .word 0x0500; 09A8 7F .byte 0x7F; 09A9 FF .byte 0xFF; 09AA 17 .word EnemyShip2VectorTable; 09AC 01 .word 0x0100; 09AE 04 .word 0x0400; 09B0 0C .byte 0x0C; 09B1 00 .byte 0x00; 09B2 06 .byte 0x06; 09B3 05 .word 0x0500; 09B5 7F .byte 0x7F; 09B6 FF .byte 0xFF; 09B7 17 .word EnemyShip3VectorTable; 09B9 01 .word 0x0100; 09BB 04 .word 0x0400; 09BD 0C .byte 0x0C; 09BE 0D .byte 0x0D; 09BF 06 .byte 0x06; 09C0 05 .word 0x0500; 09C2 7F .byte 0x7F; 09C3 FF .byte 0xFF; 09C4 18 .word EnemyShip4VectorTable; 09C6 01 .word 0x0100; 09C8 04 .word 0x0400; 09CA 0C .byte 0x0C; 09CB 0D .byte 0x0D; 09CC 06 .byte 0x06; 09CD 05 .word 0x0500; 09CF 7F .byte 0x7F; 09D0 FF .byte 0xFF; 09D1 18 .word EnemyShip4VectorTable; 09D3 01 .word 0x0100; 09D5 04 .word 0x0400; 09D7 0C .byte 0x0C; 09D8 0D .byte 0x0D; 09D9 06 .byte 0x06; /* * InitEnemyStarFrame() * * This function fills in all of the important fields * within the frame used to hold the enemy star information. * * All information about the enemy star is kept in the * frame C95F. */ InitEnemyStarFrame: 09DA 8602 lda #0x02; 09DC B7C8BB sta $C8BB; /* Set enemy star velocity */ 09DF 8EC95F ldx #0xC95F; /* Get ptr to enemy star frame */ 09E2 6F881B clr 0x1B,x; /* Flag player in enemy passage */ 09E5 8613 lda #0x13; 09E7 A707 sta 7,x; /* Frame # = 0x13 (red,not visible */ 09E9 7DC889 tst $C889; /* Enemy star enabled? */ 09EC 2601 bne P09EF; 09EE 39 rts; /* No */ 09EF CC0151 P09EF: ldd #DrawVectorList; 09F2 ED8820 std 0x20,x; /* Set drawing function */ 09F5 8640 lda #0x40; 09F7 A702 sta 2,x; 09F9 863F lda #0x3F; 09FB A703 sta 3,x; /* Set scale factor */ 09FD C680 ldb #0x80; 09FF 3D mul; 0A00 48 P0A00: asla; 0A01 A702 sta 2,x; 0A03 8610 lda #0x10; 0A05 A705 sta 5,x; /* Set embedded obj's scale factor */ 0A07 867F lda #0x7F; 0A09 A708 sta 8,x; /* Set intensity */ 0A0B 6F881E clr 0x1E,x; /* Clear collision flag */ 0A0E 39 rts; /* * InitAllBulletFrames() * * This function fills in the important fields within the * 3 frames used to hold information about bullets fired * by the user. * * The 3 bullet frames are located at C8F9, C91B and C93D. */ InitAllBulletFrames: 0A0F 8EC8F9 ldx #0xC8F9; /* Ptr to first bullet frame */ 0A12 8611 lda #0x11; /* Frame # 0x11 = Blue,not visible */ 0A14 BD0A26 jsr $InitOneBulletFrame; 0A17 8612 lda #0x12; /* Frame # 0x12 = Green,not visible */ 0A19 BD0A26 jsr $InitOneBulletFrame; 0A1C 8613 lda #0x13; /* Frame # 0x13 = Red,not visible */ 0A1E BD0A26 jsr $InitOneBulletFrame; 0A21 86FF lda #0xFF; 0A23 A707 sta 7,x; /* Tag end of frame stack */ 0A25 39 rts; /* * InitOneBulletFrame() * * Entry: * a = frame identifier (color & visibility) * x = frame ptr * * Exit: * x = ptr to next frame in stack * * This function fills in the important fields within the * next frame used to hold information about a bullet */ InitOneBulletFrame: 0A26 A707 sta 7,x; /* Set frame number */ 0A28 CC0151 ldd #DrawVectorList; 0A2B ED8820 std 0x20,x; /* Set drawing function */ 0A2E 6F881B clr 0x1B,x; /* Flag player in enemy passage */ 0A31 8610 lda #0x10; 0A33 A705 sta 5,x; /* Set embedded obj's scale factor */ 0A35 CC0AC3 ldd #BulletVectorList; 0A38 ED09 std 9,x; /* Set vector list 1 */ 0A3A ED0B std 11,x; /* Set vector list 2 */ 0A3C 308822 leax 0x22,x; /* Advance frame pointer */ 0A3F 39 rts; /* * InitEnemyShipFrame() * * Entry: * C88A-C88B = ptr to enemy ship vector list * C88D-C88E = x movement delta * C88F-C890 = y movement delta * * This function fills in the important fields within the * frame used to hold information about the enemy ship. * * All information about the enemy ship is kept in the * frame located at C981. */ InitEnemyShipFrame: 0A40 8EC981 ldx #0xC981; /* Ptr to enemy ship frame */ 0A43 8612 lda #0x12; 0A45 A707 sta 7,x; /* Frame# = 0x12 (green,not visible */ 0A47 8601 lda #0x01; 0A49 A705 sta 5,x; /* Set embedded obj's scale factor */ 0A4B FCC88A ldd $C88A; 0A4E ED09 std 9,x; /* Set vector list 1 */ 0A50 ED0B std 11,x; /* Set vector list 2 */ 0A52 CC0151 ldd #DrawVectorList; 0A55 ED8820 std 0x20,x; /* Set drawing function */ 0A58 FCC88D ldd $C88D; 0A5B ED8811 std 0x11,x; /* Set x movement delta */ 0A5E FCC88F ldd $C88F; 0A61 ED8813 std 0x13,x; /* Set y movement delta */ 0A64 CC0000 ldd #0x0000; 0A67 ED0D std 13,x; /* Set 16-bit x position */ 0A69 ED0F std 15,x; /* Set 16-bit y position */ 0A6B CCC03F ldd #0xC03F; /* Bounding box limits: -64, -63 */ 0A6E ED8815 std 0x15,x; /* Set x bounding box limits */ 0A71 ED8817 std 0x17,x; /* Set y bounding box limits */ 0A74 308822 leax 0x22,x; /* Point to the next frame */ 0A77 86FF lda #0xFF; 0A79 A707 sta 7,x; /* Tag frame as end of stack frame */ 0A7B 39 rts; /* * UpdateBulletFrames() * * This function updates the scale factor and the intensity * for each of the 3 bullet frames. It also checks to see * if the player has requested that another bullet be fired. * * All information about the 3 bullets are kept in the * frames located at C8F9, C91B and C93. */ UpdateBulletFrames: 0A7C 8EC8F9 ldx #0xC8F9; /* Get addr of 1st bullet frame */ 0A7F 8D0B bsr UpdateFrameStateAndCheckForFireRequest; 0A81 308822 leax 0x22,x; /* Get addr of 2nd bullet frame */ 0A84 8D06 bsr UpdateFrameStateAndCheckForFireRequest; 0A86 308822 leax 0x22,x; /* Get addr of 3rd bullet frame */ 0A89 8D01 bsr UpdateFrameStateAndCheckForFireRequest; 0A8B 39 rts; /* * UpdateFrameStateAndCheckForFireRequest() * * Entry: * x = ptr to bullet frame * * This function updates the scale factor and the intensity * for one bullet frame. It will also check to see if the * player has requested that another bullet be fired; if * so, then the next available frame will be used. Only * 1 bullet per pass will be fired. */ UpdateFrameStateAndCheckForFireRequest: 0A8C E607 ldb 7,x; 0A8E C510 bitb #0x10; /* Is frame visible? */ 0A90 2722 beq P0AB4; /* Update only visible frames */ 0A92 7DC815 tst $C815; /* If the frame is not visible, then */ 0A95 271D beq P0AB4; /* see if players is trying to fire. */ 0A97 7DC8F5 tst $C8F5; /* Is player dead? */ 0A9A 2618 bne P0AB4; 0A9C C40F andb #0x0F; 0A9E E707 stb 7,x; /* No; flag frame as active again */ 0AA0 863F lda #0x3F; 0AA2 A703 sta 3,x; /* Set scale factor */ 0AA4 FCC8D7 ldd $C8D7; 0AA7 ED00 std 0,x; /* Starting pos = player's pos */ 0AA9 7FC815 clr $C815; /* Only allow 1 bullet per pass */ 0AAC 8620 lda #0x20; 0AAE BAC89B ora $C89B; 0AB1 B7C89B sta $C89B; /* Force 'bullet fired' sound */ 0AB4 A603 P0AB4: lda 3,x; /* Update the scale factor and */ 0AB6 8101 cmpa #0x01; /* intensity, unless scale = 1 */ 0AB8 2304 bls P0ABE; /* which means no longer visible */ 0ABA BD0705 jsr $UpdateFramesScaleAndIntensity; 0ABD 39 rts; 0ABE CA10 P0ABE: orb #0x10; 0AC0 E707 stb 7,x; /* Tag frame as no longer visible */ 0AC2 39 rts; BulletVectorList: 0AC3 FF .byte 0xFF; 0AC4 00 .byte 0x00; 0AC5 00 .byte 0x00; 0AC6 01 .byte 0x01; /* * ProcessEnemyShip() * * This function takes care of updating the information in * the enemy ship frame (C981). If the enemy ship is not * currently visible, then it will start a new one going. * If the enemy ship has collided with the player or a * bullet, then it will display an explosion pattern for * a given period of time. It will update the position, * scale factor and intensity for the frame, to give it * the appearance of moving towards the player. When the * enemy ship reaches the front of the display, it will * stop being displayed. */ ProcessEnemyShip: 0AC7 7FC888 clr $C888; /* Clear 'enemy destroyed' flag */ 0ACA 7FC8BA clr $C8BA; /* Clear the collision flag */ 0ACD 8EC981 ldx #0xC981; 0AD0 E607 ldb 7,x; /* If the frame is not visible, */ 0AD2 C510 bitb #0x10; /* then we may need to restart */ 0AD4 2750 beq P0B26; /* the next enemy ship. */ 0AD6 10BEC8AB ldy $C8AB; 0ADA 108C0DE2 cmpy #InEnemyPassage; 0ADE 2701 beq P0AE1; 0AE0 39 rts; 0AE1 C40F P0AE1: andb #0x0F; /* Start a new enemy ship */ 0AE3 E707 stb 7,x; /* Reset frame to be visible */ 0AE5 CC0175 ldd #DrawAnimatedVectorList_Slow; 0AE8 ED8820 std 0x20,x; /* Set drawing function */ 0AEB CC0100 ldd #0x0100; 0AEE ED03 std 3,x; /* Set 16-bit scale factor */ 0AF0 B6C89B lda $C89B; 0AF3 8A02 ora #0x02; 0AF5 B7C89B sta $C89B; /* Force sound to be made */ 0AF8 B6C89F lda $C89F; 0AFB 8A02 ora #0x02; 0AFD B7C89F sta $C89F; 0B00 B6C87D lda $C87D; /* Use the system loop counter to */ 0B03 843F anda #0x3F; /* generate a y value in the range */ 0B05 7DC87D tst $C87D; /* of +-0x3F. */ 0B08 2B01 bmi P0B0B; 0B0A 40 nega; 0B0B F6C87E P0B0B: ldb $C87E; /* Use the system loop counter to */ 0B0E C43F andb #0x3F; /* generate an x value in the range */ 0B10 7DC87E tst $C87E; /* of +-0x3F. */ 0B13 2B01 bmi P0B16; 0B15 50 negb; 0B16 ED00 P0B16: std 0,x; /* Set (y,x) position */ 0B18 A70F sta 15,x; /* Set backup y position */ 0B1A E70D stb 13,x; /* Set backup x position */ 0B1C 6F881E clr 0x1E,x; 0B1F FCC88A ldd $C88A; /* Get ememy ship vector list ptr */ 0B22 ED09 std 9,x; /* Set vector list 1 */ 0B24 ED0B std 11,x; /* Set vector list 2 */ 0B26 3410 P0B26: pshs x; 0B28 3003 leax 3,x; 0B2A B6C8A4 lda $C8A4; 0B2D BD06E0 jsr $P06E0; 0B30 3510 puls x; 0B32 A603 lda 3,x; 0B34 E603 ldb 3,x; 0B36 50 negb; 0B37 C010 subb #0x10; 0B39 F7C8A3 stb $C8A3; 0B3C 8190 cmpa #0x90; /* If the scale factor > 0x90, then */ 0B3E 230F bls P0B4F; /* stop displaying the frame. */ 0B40 A607 lda 7,x; 0B42 8A10 ora #0x10; 0B44 A707 sta 7,x; /* Tag frame as no longer visible */ 0B46 B6C89F lda $C89F; 0B49 84FD anda #0xFD; 0B4B B7C89F sta $C89F; 0B4E 39 rts; 0B4F C680 P0B4F: ldb #0x80; 0B51 3D mul; 0B52 48 asla; 0B53 A702 sta 2,x; 0B55 A603 lda 3,x; /* Calculate the new intensity = */ 0B57 8B40 adda #0x40; /* (scale + 0x40); if rollover */ 0B59 2A02 bpl P0B5D; /* occurs, then use 0x7F. */ 0B5B 867F lda #0x7F; 0B5D A708 P0B5D: sta 8,x; /* Set the intensity */ 0B5F A603 lda 3,x; 0B61 44 lsra; 0B62 44 lsra; 0B63 A705 sta 5,x; /* Set embedded obj's intensity */ 0B65 6D881E tst 0x1E,x; /* Collision with player? */ 0B68 271C beq P0B86; 0B6A 6A881F dec 0x1F,x; /* Yes; has the explosion timer */ 0B6D 2710 beq P0B7F; /* finished? */ 0B6F CE1AD4 ldu #ExplosionVectorTable; 0B72 B6C826 lda $C826; /* Keep displaying the explosion */ 0B75 8403 anda #0x03; /* pattern, rotating between the */ 0B77 48 asla; /* 4 possible patterns. */ 0B78 ECC6 ldd a,u; 0B7A ED09 std 9,x; /* Set vector list 1 */ 0B7C ED0B std 11,x; /* Set vector list 2 */ 0B7E 39 rts; 0B7F A607 P0B7F: lda 7,x; 0B81 8A10 ora #0x10; 0B83 A707 sta 7,x; /* Tag frame as no longer visible */ 0B85 39 rts; 0B86 BD11C8 P0B86: jsr $CheckForCollisionWithBullets; 0B89 4D tsta; 0B8A 260C bne P0B98; 0B8C BD1224 jsr $CheckForCollisionWithPlayer; 0B8F 4D tsta; 0B90 2601 bne P0B93; 0B92 39 rts; 0B93 86FF P0B93: lda #0xFF; /* Collided with the player */ 0B95 B7C8BA sta $C8BA; 0B98 B6C89B P0B98: lda $C89B; /* Collided with player or bullet */ 0B9B 8A80 ora #0x80; 0B9D B7C89B sta $C89B; /* Force a sound to occur */ 0BA0 7FC8A2 clr $C8A2; /* Set sound characteristics index */ 0BA3 63881E com 0x1E,x; /* Flag that a collision occurred */ 0BA6 8612 lda #0x12; 0BA8 A7881F sta 0x1F,x; /* Set explosion duration timer */ 0BAB CC1ADC ldd #ExplosionPattern_1; 0BAE ED09 std 9,x; /* Set vector list 1 */ 0BB0 ED0B std 11,x; /* Set vector list 2 */ 0BB2 CC01BC ldd #NE_DrawDots; 0BB5 ED8820 std 0x20,x; /* Set the drawing function */ 0BB8 7CC8B1 inc $C8B1; /* Bump 'enemy ships destroyed' cntr */ 0BBB 73C888 com $C888; /* Flag that enemy was destroyed */ 0BBE 39 rts; /* * UpdateEnemyShipPosition() * * Entry: * x = ptr to enemy ship frame * * This function calculates the new position for the current * enemy ship. As it turns out, enemy ships are restricted * to the box defined by the points [ in (y,x) format]: * * (63,63),(-63,63),(-63,-63),(63,-63) * * The frame structure contains working copies of the * current 16-bit x position (13,x) and the 16-bit y * position (15,x), along with the 16-bit x delta * value (0x11,x) and the 16-bit y delta value (0x13,x). * The bounding box for the enemy ship is defined in the * frame structure [x min in (0x15,x), x max in (0x16,x), * y min in (0x17,x) and y max in (0x18,x)]. Each pass * through, the deltas are added (or subtracted) from * the current position, and if the edge of the bounding * box is reached, the delta is negated, thus forcing * the ship to start moving in the other direction. */ UpdateEnemyShipPosition: 0BBF EC8811 ldd 0x11,x; /* Load x movement delta */ 0BC2 2C16 bge P0BDA; 0BC4 E30D addd 13,x; /* Subtract delta from current x */ 0BC6 ED0D std 13,x; /* position. */ 0BC8 A18815 cmpa 0x15,x; /* Surpassed lower x bounds? */ 0BCB 2E16 bgt P0BE3; /* No */ 0BCD EC8811 P0BCD: ldd 0x11,x; /* Yes; so we need to negate */ 0BD0 43 coma; /* the x movement delta, to */ 0BD1 53 comb; /* force movement back in the */ 0BD2 C30001 addd #0x0001; /* other direction. */ 0BD5 ED8811 std 0x11,x; 0BD8 2009 bra P0BE3; 0BDA E30D P0BDA: addd 13,x; /* Add delta to current x position */ 0BDC ED0D std 13,x; 0BDE A18816 cmpa 0x16,x; /* Surpassed upper x bounds? */ 0BE1 2CEA bge P0BCD; /* Yes; so negate x movement delta */ 0BE3 EC8813 P0BE3: ldd 0x13,x; /* Load y movement delta */ 0BE6 2C16 bge P0BFE; 0BE8 E30F addd 15,x; /* Subtract delta from current y */ 0BEA ED0F std 15,x; /* position. */ 0BEC A18817 cmpa 0x17,x; /* Surpassed lower y bounds? */ 0BEF 2E16 bgt P0C07; /* No */ 0BF1 EC8813 P0BF1: ldd 0x13,x; /* Yes; so we need to negate */ 0BF4 43 coma; /* the y movement delta, to */ 0BF5 53 comb; /* force movement back in the */ 0BF6 C30001 addd #0x0001; /* other direction. */ 0BF9 ED8813 std 0x13,x; 0BFC 2009 bra P0C07; 0BFE E30F P0BFE: addd 15,x; /* Add delta to current y position */ 0C00 ED0F P0C00: std 15,x; 0C02 A18818 cmpa 0x18,x; /* Surpassed upper y bounds? */ 0C05 2CEA bge P0BF1; /* Yes; so negate y movement delta */ 0C07 A60F P0C07: lda 15,x; /* Load the updated y position */ 0C09 E60D ldb 13,x; /* Load the updated x position */ 0C0B ED00 std 0,x; /* Update the frame's position */ 0C0D 39 rts; /* * StartupNewGame() * * This function takes care of starting the ball rolling * when a new game is to be started. */ StartupNewGame: 0C0E 8601 lda #0x01; 0C10 B7C89B sta $C89B; /* Force background noise */ 0C13 7FC89F clr $C89F; 0C16 7FC881 clr $C881; 0C19 7FC8B1 clr $C8B1; /* Clear 'enemy ships destroyed cntr */ 0C1C 7FC8BD clr $C8BD; 0C1F BD111B jsr $InitPlayersScoreAndShipCount; 0C22 8E0D4F ldx #PrepareToEnterEnemyPassage; 0C25 BFC8AB stx $C8AB; /* Set the indirect jump ptr */ 0C28 7E0D4F jmp $PrepareToEnterEnemyPassage; /* * PrepareToFightWarlordShip() * * This function simply initializes the bullet buffers and * the Warlord ship frames, before the player faces off * with the Warlord ship. */ PrepareToFightWarlordShip: 0C2B 86FF lda #0xFF; 0C2D B7CA7D sta $CA7D; /* Flag that player is out of fuel */ 0C30 7FC8AF clr $C8AF; /* Don't draw enemy passage walls */ 0C33 BD0A0F jsr $InitAllBulletFrames; 0C36 BD1D42 jsr $InitWarlordShipBulletFrame; 0C39 BD1C5E jsr $InitWarlordShipFrames; 0C3C 39 rts; /* * PlayerFightingWarlordShip() * * This is the main processing function for when the user is * fighting the Warlord ship. It checks for the player * firing, and updates all bullet, player and Warlord ship * positions. It also checks for collisions and for * destruction of the Warlord ship. */ PlayerFightingWarlordShip: 0C3D BD0775 jsr $UpdatePlayersPosition; 0C40 BD0A7C jsr $UpdateBulletFrames; 0C43 BD1B7C jsr $UpdateWarlordShipFrames; 0C46 BD1CE5 jsr $ProcessWarlordShipBullet; 0C49 8EC95F ldx #0xC95F; /* Warlord ship bullet hit player? */ 0C4C BD1224 jsr $CheckForCollisionWithPlayer; 0C4F 4D tsta; 0C50 262C bne P0C7E; 0C52 B6C984 lda $C984; /* No; see if the warlord ship has */ 0C55 B1C8DA cmpa $C8DA; /* collided with the player. */ 0C58 2424 bhs P0C7E; 0C5A B6C8B1 lda $C8B1; /* No; has player hit warlord ship */ 0C5D B1C88C cmpa $C88C; /* enough times to destroy it? */ 0C60 2534 blo P0C96; 0C62 CC0500 ldd #0x0500; /* Yes; add 500 to player's score */ 0C65 BD050F jsr $CheckForScoreOver20000; 0C68 4F clra; 0C69 5F clrb; 0C6A FDC8B7 std $C8B7; /* Clear alternate scale factor */ 0C6D 8E0C97 ldx #WarlordShipDestroyed; 0C70 BFC8AB stx $C8AB; /* Set the indirect jump ptr */ 0C73 B6C8C4 lda $C8C4; /* See if a bonus ship can be */ 0C76 8139 cmpa #0x39; /* awarded; it will be, only if */ 0C78 2403 bhs P0C7D; /* the player currently has < 9 */ 0C7A 7CC8C4 inc $C8C4; /* ships. */ 0C7D 39 P0C7D: rts; 0C7E 4F P0C7E: clra; /* Player hit by warlord ship bullet */ 0C7F 5F clrb; /* or collided with warlord ship. */ 0C80 FDC8B7 std $C8B7; /* Clear alternate scale factor */ 0C83 8E0CE5 ldx #PlayerCollidedWithWarlordShip; 0C86 BFC8AB stx $C8AB; /* Set the indirect jump ptr */ 0C89 8680 lda #0x80; 0C8B BAC89B ora $C89B; 0C8E B7C89B sta $C89B; /* Force noise to occur */ 0C91 8601 lda #0x01; 0C93 B7C8A2 sta $C8A2; /* Set sound characteristics index */ 0C96 39 P0C96: rts; /* * WarlordShipDestroyed() * * This is the main processing function for when the player * has destroyed the Warlord ship. It draws the Warlord * ship exploding into pieces. Once that completes, it * prepares the player for the fuel passage. */ WarlordShipDestroyed: 0C97 BD0775 jsr $UpdatePlayersPosition; 0C9A BD0A7C jsr $UpdateBulletFrames; 0C9D 8610 lda #0x10; 0C9F B7C966 sta $C966; 0CA2 FCC8B7 ldd $C8B7; 0CA5 C30001 addd #0x0001; 0CA8 FDC8B7 std $C8B7; /* Increment alternate scale factor */ 0CAB 10830020 cmpd #0x0020; 0CAF 230A bls P0CBB; /* Draw exploding Warlord ship */ 0CB1 7FCA7D clr $CA7D; /* Clear 'out of fuel' flag */ 0CB4 7FC8B1 clr $C8B1; /* Clear warlord ship hit counter */ 0CB7 7E0F92 jmp $PrepareForFuelPassage; /* Goto fuel passage */ 0CBA 39 P0CBA: rts; 0CBB B6C826 P0CBB: lda $C826; /* Update the warlord ship frames */ 0CBE 8401 anda #0x01; /* only on every other pass. */ 0CC0 2701 beq P0CC3; 0CC2 39 rts; 0CC3 CE0CDB P0CC3: ldu #WarlordShipBeingDestroyedOffsets; 0CC6 8EC981 ldx #0xC981; /* Get warship target frame */ 0CC9 A607 P0CC9: lda 7,x; /* Is the frame visible? */ 0CCB 2C01 bge P0CCE; 0CCD 39 rts; /* No */ 0CCE EC00 P0CCE: ldd 0,x; /* Yes; force the warlord ship */ 0CD0 ABC0 adda ,u+; /* pieces to drift apart, since */ 0CD2 EBC0 addb ,u+; /* it has been destroyed. Do this */ 0CD4 ED00 std 0,x; /* by un-syncing the (y,x) values */ 0CD6 308822 leax 0x22,x; /* for the warlord ship frames. */ 0CD9 20EE bra P0CC9; WarlordShipBeingDestroyedOffsets: 0CDB 00 .byte 0x00; /* Warlord ship frame 1 y offset */ 0CDC 00 .byte 0x00; /* Warlord ship frame 1 x offset */ 0CDD FC .byte 0xFC; /* Warlord ship frame 2 y offset */ 0CDE FC .byte 0xFC; /* Warlord ship frame 2 x offset */ 0CDF FC .byte 0xFC; /* Warlord ship frame 3 y offset */ 0CE0 FC .byte 0xFC; /* Warlord ship frame 3 x offset */ 0CE1 03 .byte 0x03; /* Warlord ship frame 4 y offset */ 0CE2 03 .byte 0x03; /* Warlord ship frame 4 x offset */ 0CE3 00 .byte 0x00; /* Warlord ship frame 5 y offset */ 0CE4 FD .byte 0xFD; /* Warlord ship frame 5 x offset */ /* * PlayerCollidedWithWarlordShip() * * This is the main processing function for when the player * has collided with the Warlord ship. It removes all * bullets and shows both the player and the Warlord ship * as exploding. Otherwise, if the player has any ships * left, it prepares the player to again face off against * the Warship. If the game is over, then it checks for * a new high score, and waits to start a new game. * */ PlayerCollidedWithWarlordShip: 0CE5 BD0827 jsr $DrawPlayersShipExploding; 0CE8 BD1B7C jsr $UpdateWarlordShipFrames; 0CEB 8610 lda #0x10; 0CED B7C900 sta $C900; /* Force bullet 1 frame invisible */ 0CF0 B7C922 sta $C922; /* Force bullet 2 frame invisible */ 0CF3 B7C944 sta $C944; /* Force bullet 3 frame invisible */ 0CF6 B7C966 sta $C966; /* Force warlord bullet invisible */ 0CF9 7DC8B9 tst $C8B9; /* Player done exploding */ 0CFC 2719 beq P0D17; 0CFE BD0853 jsr $InitializePlayerFrame; /* Yes; restart player */ 0D01 B6C8C4 lda $C8C4; /* If the player has no more ships */ 0D04 8130 cmpa #0x30; /* left, then enter a waiting state */ 0D06 2710 beq P0D18; /* waiting for new game to start. */ 0D08 7AC8C4 dec $C8C4; /* Decrement player's ship count */ 0D0B CC0070 ldd #0x0070; 0D0E FDC8AD std $C8AD; /* Set startup delay timer */ 0D11 8E0D34 ldx #RestartPlayerAgainstWarlordShip; 0D14 BFC8AB stx $C8AB; /* Set the indirect jump ptr */ 0D17 39 P0D17: rts; 0D18 BD0853 P0D18: jsr $InitializePlayerFrame; /* Game Over */ 0D1B 8E0ED3 ldx #WaitForGameRestart; 0D1E BFC8AB stx $C8AB; /* Set the indirect jump ptr */ 0D21 CECBEB ldu #0xCBEB; 0D24 8EC8C6 ldx #0xC8C6; /* See if player had new hi score */ 0D27 BDF8D8 jsr $check_4_new_hi_score; 0D2A CC0460 ldd #0x0460; 0D2D FDC8AD std $C8AD; /* Set startup delay timer */ 0D30 7FC89F clr $C89F; 0D33 39 rts; /* * RestartPlayerAgainstWarlordShip() * * This is the main processing function for when the player * has been killed by the Warship, and is again about to * face off against the Warship. It delays briefly, before * moving onto the next stage. */ RestartPlayerAgainstWarlordShip: 0D34 BD0775 jsr $UpdatePlayersPosition; 0D37 BD10A7 jsr $InitScoreAndShipCountFrames_2; 0D3A FCC8AD ldd $C8AD; /* Decrement startup delay timer */ 0D3D 830001 subd #0x0001; /* Don't start the action until */ 0D40 FDC8AD std $C8AD; /* the delay timer has expired. */ 0D43 2609 bne P0D4E; 0D45 BD0C2B jsr $PrepareToFightWarlordShip; 0D48 8E0C3D ldx #PlayerFightingWarlordShip; 0D4B BFC8AB stx $C8AB; /* Set the indirect jump ptr */ 0D4E 39 P0D4E: rts; /* * PrepareToEnterEnemyPassage() * * This is the main processing function for when the user * is just entering the enemy passage. It initializes the * player frames, sets up a delay timer, and flags that the * passage walls should not initially be drawn. It then * moves the player onto the next state, which is entering * the enemy passage. */ PrepareToEnterEnemyPassage: 0D4F BD0853 jsr $InitializePlayerFrame; 0D52 BD088B jsr $SetEnemyShipInfo; 0D55 BD10A7 jsr $InitScoreAndShipCountFrames_2; 0D58 CC0070 ldd #0x0070; 0D5B FDC8AD std $C8AD; /* Set startup delay timer */ 0D5E 7FC8AF clr $C8AF; /* Don't draw enemy passage walls */ 0D61 8E0D68 ldx #ApproachEnemyPassage; 0D64 BFC8AB stx $C8AB; /* Set the indirect jump ptr */ 0D67 39 rts; /* * ApproachEnemyPassage() * * This is the main processing function for when the player * is approaching the enemy passage area. Initially, only * the player's ship is drawn. After some delay, the * state will be changed to the next state, which will * enable the drawing of the passage walls. */ ApproachEnemyPassage: 0D68 BD0775 jsr $UpdatePlayersPosition; 0D6B BD08A0 jsr $SetEnemyShipInfo_2; 0D6E FCC8AD ldd $C8AD; /* Decrement startup delay timer */ 0D71 830001 subd #0x0001; /* Don't start the action until */ 0D74 FDC8AD std $C8AD; /* the delay timer has expired. */ 0D77 261D bne P0D96; 0D79 8E0D97 P0D79: ldx #EnterEnemyPassage; 0D7C BFC8AB stx $C8AB; /* Set the indirect jump ptr */ 0D7F 73C8AF com $C8AF; /* Enable drawing enemy passage walls */ 0D82 4F clra; 0D83 5F clrb; 0D84 FDC8CE std $C8CE; 0D87 FDC8D1 std $C8D1; 0D8A CC0300 ldd #0x0300; 0D8D FDC8D4 std $C8D4; 0D90 BD0676 jsr $P0676; 0D93 BD0A0F jsr $InitAllBulletFrames; 0D96 39 P0D96: rts; /* * EnterEnemyPassage() * * This is the main processing function for when the player * is entering into the enemy passage area. It updates * any bullets fired by the player, and updates the position * of both the enemy ship and the enemy star, before moving * onto the next state (in the enemy passage). */ EnterEnemyPassage: 0D97 BD0775 jsr $UpdatePlayersPosition; 0D9A BD0676 jsr $P0676; 0D9D B6C8D4 lda $C8D4; 0DA0 8180 cmpa #0x80; 0DA2 2318 bls P0DBC; 0DA4 BD0A0F jsr $InitAllBulletFrames; 0DA7 BD09DA jsr $InitEnemyStarFrame; 0DAA BD0A40 jsr $InitEnemyShipFrame; 0DAD BD0A7C jsr $UpdateBulletFrames; 0DB0 BD07B7 jsr $ProcessEnemyStar; 0DB3 BD0AC7 jsr $ProcessEnemyShip; 0DB6 8E0DE2 ldx #InEnemyPassage; 0DB9 BFC8AB stx $C8AB; /* Set the indirect jump ptr */ 0DBC 39 P0DBC: rts; /* * PlayerHasRunOutOfFuel() * * This is the main processing function for when the player * has completely run out of fuel, while in the enemy * passage. It continues to update any bullets fired by * the player, and the positions of the enemy star and ship. * It also forces the player's ship to slowly sink downward, * due to lack of fuel, and to explode, when it comes in * contact with the ground. */ PlayerHasRunOutOfFuel: 0DBD BD0676 jsr $P0676; 0DC0 BD07B7 jsr $ProcessEnemyStar; 0DC3 BD0AC7 jsr $ProcessEnemyShip; 0DC6 BD0A7C jsr $UpdateBulletFrames; 0DC9 7AC8D7 dec $C8D7; /* Force player to sink towards */ 0DCC B6C8D7 lda $C8D7; /* ground (he has no fuel). When */ 0DCF 81A0 cmpa #0xA0; /* the ship reaches the ground, */ 0DD1 2C0E bge P0DE1; /* it's all over. */ 0DD3 4F clra; 0DD4 5F clrb; 0DD5 FDC8B7 std $C8B7; /* Clear alternate scale factor */ 0DD8 8E0E7B ldx #PlayerCollidedWithEnemyShip; 0DDB BFC8AB stx $C8AB; /* Set the indirect jump ptr */ 0DDE BD0E3F jsr $P0E3F; 0DE1 39 P0DE1: rts; /* * InEnemyPassage() * * This is the main processing function for when the player * is in the enemy passage. It updates everything on the * display (bullets, player, enemy star, enemy ship, fuel * levels, etc). It also checks to see if there have been * any collisions, or if the player has destroyed the last * enemy ship for this level (at which point you advance to * to the next state). */ InEnemyPassage: 0DE2 7FC8A5 clr $C8A5; 0DE5 BD060B jsr $UpdatePlayersFuelLevel; 0DE8 BD0676 jsr $P0676; 0DEB BD0775 jsr $UpdatePlayersPosition; 0DEE BD07B7 jsr $ProcessEnemyStar; 0DF1 BD0A7C jsr $UpdateBulletFrames; 0DF4 7DCA7D tst $CA7D; /* Is player out of fuel? */ 0DF7 270F beq P0E08; 0DF9 B6C89B lda $C89B; /* Yes */ 0DFC 8A40 ora #0x40; 0DFE B7C89B sta $C89B; /* Force a sound to occur */ 0E01 8E0DBD ldx #PlayerHasRunOutOfFuel; 0E04 BFC8AB stx $C8AB; /* Set the indirect jump ptr */ 0E07 39 P0E07: rts; 0E08 BD0AC7 P0E08: jsr $ProcessEnemyShip; 0E0B 8EC981 ldx #0xC981; /* Get ptr to enemy ship frame */ 0E0E BD0BBF P0E0E: jsr $UpdateEnemyShipPosition; 0E11 7DC8BA tst $C8BA; /* Did player collide w/ enemy ship? */ 0E14 261B bne P0E31; 0E16 7DC8BC tst $C8BC; /* Did player collide w/ enemy star? */ 0E19 2616 bne P0E31; 0E1B B6C8D7 lda $C8D7; /* Check to see if the player has */ 0E1E 8150 cmpa #0x50; /* run into a passage wall, or has */ 0E20 2C33 bge P0E55; /* run aground. */ 0E22 81BC cmpa #0xBC; 0E24 2F2F ble P0E55; 0E26 B6C8D8 lda $C8D8; 0E29 8154 cmpa #0x54; 0E2B 2C04 bge P0E31; 0E2D 81BC cmpa #0xBC; 0E2F 2E24 bgt P0E55; 0E31 73C8A5 P0E31: com $C8A5; /* Impact has occurred! */ 0E34 4F clra; 0E35 5F clrb; 0E36 FDC8B7 std $C8B7; /* Clear alternate scale factor */ 0E39 8E0E7B ldx #PlayerCollidedWithEnemyShip; 0E3C BFC8AB stx $C8AB; /* Set the indirect jump ptr */ 0E3F 8680 P0E3F: lda #0x80; 0E41 BAC89B ora $C89B; 0E44 B7C89B sta $C89B; /* Force a sound to occur */ 0E47 8601 lda #0x01; 0E49 B7C8A2 sta $C8A2; /* Set sound characteristics index */ 0E4C B6C89F P0E4C: lda $C89F; 0E4F 84FB anda #0xFB; 0E51 B7C89F sta $C89F; 0E54 39 rts; 0E55 B6C8B1 P0E55: lda $C8B1; 0E58 B1C885 cmpa $C885; /* All enemy ships destroyed? */ 0E5B 251D blo P0E7A; 0E5D 7FC8B1 clr $C8B1; /* Clear enemy destroyed counter */ 0E60 BD08A0 jsr $SetEnemyShipInfo_2; 0E63 7CC8BD inc $C8BD; 0E66 BD0E4C jsr $P0E4C; 0E69 8E0F63 ldx #LevelCompleted; 0E6C BFC8AB stx $C8AB; /* Set the indirect jump ptr */ 0E6F CC008C ldd #0x008C; 0E72 FDC8AD std $C8AD; /* Set the delay timer */ 0E75 86FF lda #0xFF; 0E77 B7C900 sta $C900; 0E7A 39 P0E7A: rts; /* * PlayerCollidedWithEnemyShip() * * This is the main processing function for when the player * has collided with something. It draws the player's ship * exploding, and then determines whether the player should * reenter the enemy passage (if he has any ships left), or * whether the game is over, and we should wait to start * a new one. */ PlayerCollidedWithEnemyShip: 0E7B 8681 lda #0x81; /* Disable all but normal game */ 0E7D B4C89F anda $C89F; /* noise & 'player hit' sound. */ 0E80 B7C89F P0E80: sta $C89F; 0E83 7DC8A5 tst $C8A5; 0E86 2603 bne P0E8B; 0E88 BD0676 jsr $P0676; 0E8B BD0827 P0E8B: jsr $DrawPlayersShipExploding; 0E8E BD0AC7 jsr $ProcessEnemyShip; 0E91 BD07B7 jsr $ProcessEnemyStar; 0E94 BD0A7C jsr $UpdateBulletFrames; 0E97 7DC8B9 tst $C8B9; /* Is the player's ship done */ 0E9A 2710 beq P0EAC; /* exploding? */ 0E9C B6C8C4 lda $C8C4; /* If the player's ship count */ 0E9F 8130 cmpa #0x30; /* is now 0, then the game is */ 0EA1 270A beq P0EAD; /* over. Otherwise, prepare */ 0EA3 7AC8C4 dec $C8C4; /* to try again. */ 0EA6 8E0D4F ldx #PrepareToEnterEnemyPassage; 0EA9 BFC8AB stx $C8AB; /* Set the indirect jump ptr */ 0EAC 39 P0EAC: rts; 0EAD BD0853 P0EAD: jsr $InitializePlayerFrame; 0EB0 8E0ED3 ldx #WaitForGameRestart; 0EB3 BFC8AB stx $C8AB; /* Set the indirect jump ptr */ 0EB6 CECBEB ldu #0xCBEB; /* See if the player set a new */ 0EB9 8EC8C6 ldx #0xC8C6; /* high score for the game. */ 0EBC BDF8D8 jsr $check_4_new_hi_score; 0EBF CC0460 ldd #0x0460; 0EC2 FDC8AD std $C8AD; /* Set the restart delay timer */ 0EC5 7FC89F clr $C89F; /* Disable all sounds */ 0EC8 39 rts; GameOverString: 0EC9 47 .string "GAME OVER",0x80; /* * WaitForGameRestart() * * This function waits until either the restart delay timer * expires, or the player presses a button, at which time it * will start up a new game. While it is waiting for the * timer to expire or the player to press a button, it will * display the last player's score (in frame C91B), the * 'GAME OVER' string (in frame C8F9) * and the player's * ship (in frame C8D7). */ WaitForGameRestart: 0ED3 B6C80F lda $C80F; /* If any buttons are pressed, */ 0ED6 840F anda #0x0F; /* then restart game. */ 0ED8 260B bne P0EE5; 0EDA FCC8AD ldd $C8AD; /* Decrement restart delay timer, */ 0EDD 830001 subd #0x0001; /* and restart game when it goes */ 0EE0 FDC8AD std $C8AD; /* to 0. */ 0EE3 2607 bne P0EEC; 0EE5 8E0C0E P0EE5: ldx #StartupNewGame; 0EE8 BFC8AB stx $C8AB; /* Set the indirect jump ptr */ 0EEB 39 rts; 0EEC 7FC8AF P0EEC: clr $C8AF; /* Don't draw enemy passage walls */ 0EEF 86FF lda #0xFF; 0EF1 B7CA7D sta $CA7D; /* Flag that player is out of fuel */ 0EF4 B7CA7E sta $CA7E; /* Flag that player is low on fuel */ 0EF7 CCF840 ldd #0xF840; 0EFA FDC82A std $C82A; /* Set string height and width */ 0EFD 8EC8F9 ldx #0xC8F9; /* Get ptr to frame C8F9 */ 0F00 6F881B clr 0x1B,x; /* Flag player in enemy passage */ 0F03 8602 P0F03: lda #0x02; 0F05 A707 sta 7,x; /* Frame # = 2 (green) */ 0F07 CC0596 ldd #NE_DisplayString; 0F0A ED8820 std 0x20,x; /* Set drawing function */ 0F0D 8620 lda #0x20; 0F0F A702 sta 2,x; 0F11 867F lda #0x7F; 0F13 A703 sta 3,x; /* Set scale factor */ 0F15 8610 lda #0x10; 0F17 A705 sta 5,x; /* Set embedded obj's scale factor */ 0F19 867F lda #0x7F; 0F1B A708 sta 8,x; /* Set intensity */ 0F1D CC0EC9 ldd #GameOverString; 0F20 ED09 std 9,x; /* Set vector list 1 */ 0F22 CC0EC9 ldd #GameOverString; 0F25 ED0B std 11,x; /* Set vector list 2 */ 0F27 CCE0D0 ldd #0xE0D0; 0F2A ED00 std 0,x; /* Set (y,x) position */ 0F2C 308822 leax 0x22,x; /* Get ptr to next frame */ 0F2F 6F881B clr 0x1B,x; /* Flag player in enemy passage */ 0F32 8601 lda #0x01; 0F34 A707 sta 7,x; /* Frame # = 1 (blue) */ 0F36 CC0596 ldd #NE_DisplayString; 0F39 ED8820 std 0x20,x; /* Set drawing function */ 0F3C 8620 lda #0x20; 0F3E A702 sta 2,x; 0F40 867F lda #0x7F; 0F42 A703 sta 3,x; /* Set scale factor */ 0F44 8610 lda #0x10; 0F46 A705 sta 5,x; /* Set embedded obj's scale factor */ 0F48 867F lda #0x7F; 0F4A A708 sta 8,x; /* Set intensity */ 0F4C CCC8C6 ldd #0xC8C6; /* Player's score string */ 0F4F ED09 std 9,x; /* Set vector list 1 */ 0F51 CCC8C6 ldd #0xC8C6; /* Player's score string */ 0F54 ED0B std 11,x; /* Set vector list 2 */ 0F56 CC6020 ldd #0x6020; 0F59 ED00 std 0,x; /* Set (y,x) position */ 0F5B 308822 leax 0x22,x; /* Get ptr to next frame */ 0F5E 86FF lda #0xFF; /* Mark the next frame as the */ 0F60 A707 sta 7,x; /* end of the active frame stack */ 0F62 39 rts; /* * LevelCompleted() * * This is the main processing function for when the player * has completed a level. It determines whether the player * will enter the fuel passage, or go up against the * Warlord ship. */ LevelCompleted: 0F63 B6C89F lda $C89F; 0F66 84FD anda #0xFD; 0F68 B7C89F sta $C89F; 0F6B B6C89B lda $C89B; 0F6E 84FD anda #0xFD; 0F70 B7C89B sta $C89B; /* Force off enemy ship sound */ 0F73 86FF lda #0xFF; 0F75 B7C900 sta $C900; /* Force off player's bullet frames */ 0F78 BD068F jsr $P068F; 0F7B 7DC8B2 tst $C8B2; 0F7E 2727 beq P0FA7; 0F80 7DC88C tst $C88C; 0F83 270D beq PrepareForFuelPassage; 0F85 7FC8B1 clr $C8B1; /* Clear 'warlord hit' counter */ 0F88 BD0C2B jsr $PrepareToFightWarlordShip; 0F8B 8E0C3D ldx #PlayerFightingWarlordShip; 0F8E BFC8AB stx $C8AB; /* Set the indirect jump ptr */ 0F91 39 rts; /* * PrepareForFuelPassage() * * This function prepares for the player to enter the fuel * passage. It sets up the frames used for drawing the * fuel walls and cannisters, and moves the player into * the next state (in the fuel passage). */ PrepareForFuelPassage: 0F92 BD1440 jsr $InitAllFuelFrames; 0F95 BD1381 jsr $UpdateAllFuelFrames; 0F98 8E0FA8 ldx #PlayerInFuelPassage; 0F9B BFC8AB stx $C8AB; /* Set the indirect jump ptr */ 0F9E 7FC8AF clr $C8AF; /* Don't draw enemy passage walls */ 0FA1 7FC8B4 clr $C8B4; /* Clear fuel object counter */ 0FA4 7FC8B3 clr $C8B3; 0FA7 39 P0FA7: rts; /* * PlayerInFuelPassage() * * This is the main processing function for when the * player is in the fuel passage. * When the user has destroyed all of the enemy ships * in the enemy passage, he will advance to the next * fuel passage. This function takes care up updating * the player's position, checking to see if he has * picked up any fuel cannisters, and checking to see * if the player has flown through a fuel wall opening, * or been destroyed by flying into a fuel wall. It * will also detect when the user has completed the fuel * passage, and will advance the user onto the next enemy * passage level. */ PlayerInFuelPassage: 0FA8 7FCA7E clr $CA7E; /* Prevent fuel bar from flashing */ 0FAB 7FC8B0 clr $C8B0; /* Clear 'fuel picked up' flag */ 0FAE 7FC8B2 clr $C8B2; /* Clear 'player thru level' flag */ 0FB1 BD0775 jsr $UpdatePlayersPosition; 0FB4 BD1260 jsr $CheckForContactWithFuelObjects; 0FB7 2C19 bge P0FD2; /* Did player hit a fuel wall? */ 0FB9 CC100A ldd #PlayerHitFuelWall; /* Yes; ship destroyed */ 0FBC FDC8AB std $C8AB; /* Set the indirect jump ptr */ 0FBF 4F clra; 0FC0 5F clrb; 0FC1 FDC8B7 std $C8B7; /* Clear alternate scale factor */ 0FC4 8680 lda #0x80; 0FC6 BAC89B ora $C89B; 0FC9 B7C89B sta $C89B; /* Force sound to occur */ 0FCC 8601 lda #0x01; 0FCE B7C8A2 sta $C8A2; /* Set sound characteristics index */ 0FD1 39 rts; 0FD2 8102 P0FD2: cmpa #0x02; /* Did player pickup fuel cannister? */ 0FD4 2619 bne P0FEF; 0FD6 73C8B0 com $C8B0; /* Yes; flag that fuel was picked up */ 0FD9 B6C89B lda $C89B; 0FDC 8A10 ora #0x10; 0FDE B7C89B sta $C89B; /* Force sound to occur */ 0FE1 B6CA77 lda $CA77; 0FE4 8B05 adda #0x05; /* Add 5 units of fuel to the */ 0FE6 8160 cmpa #0x60; /* player's reserves, upto a max */ 0FE8 2302 bls P0FEC; /* of 0x60 fuel units. */ 0FEA 8660 lda #0x60; 0FEC B7CA77 P0FEC: sta $CA77; 0FEF 8101 P0FEF: cmpa #0x01; /* Did player pass thru opening? */ 0FF1 2608 bne P0FFB; 0FF3 B6C89B lda $C89B; /* Yes */ 0FF6 8A08 ora #0x08; 0FF8 B7C89B sta $C89B; /* Force sound to occur */ 0FFB BD1381 P0FFB: jsr $UpdateAllFuelFrames; 0FFE 7DC8B2 tst $C8B2; /* Did player complete fuel passage? */ 1001 2706 beq P1009; 1003 BD08A0 jsr $SetEnemyShipInfo_2; /* Yes; move onto next */ 1006 7E0D79 jmp $P0D79; /* enemy passage level. */ 1009 39 P1009: rts; /* * PlayerHitFuelWall() * * This is the main processing function for when the * player has collided with one of the fuel walls. * It displays the exploding player's ship. * When the explosion finishes, it decides whether the * the game is over (player has no more ships), or * whether the player can reenter the fuel passage. If * the player is going to reenter the fuel passage, then * all of the fuel objects will be temporarily forced off, * to give the illusion that the player is reentering * where he left off; the fuel object will eventually be * redisplayed. */ PlayerHitFuelWall: 100A BD0827 jsr $DrawPlayersShipExploding; 100D 7DC8B9 tst $C8B9; /* Ship done exploding? */ 1010 2738 beq P104A; 1012 B6C8C4 lda $C8C4; /* Yes; see if the player has any */ 1015 8130 cmpa #0x30; /* ships left. If not, then the */ 1017 2603 bne P101C; /* game is over. */ 1019 7E0EAD jmp $P0EAD; /* Game Over */ 101C 7AC8C4 P101C: dec $C8C4; /* Decrement player's ship count */ 101F 8E1059 ldx #PrepareToReenterFuelPassage; 1022 BFC8AB stx $C8AB; /* Set the indirect jump ptr */ 1025 BD0853 jsr $InitializePlayerFrame; 1028 8630 lda #0x30; 102A B7CA77 sta $CA77; /* Start player with 0x30 fuel units */ 102D BD10A2 jsr $InitScoreAndShipCountFrames_1; 1030 CC0070 ldd #0x0070; 1033 FDC8AD std $C8AD; /* Set delay timer */ 1036 8EC900 ldx #0xC900; /* Force all 4 fuel frames invisible */ 1039 8D10 bsr ForceFuelWallFrameInvisible; 103B 308822 leax 0x22,x; 103E 8D0B bsr ForceFuelWallFrameInvisible; 1040 308822 leax 0x22,x; 1043 8D06 bsr ForceFuelWallFrameInvisible; 1045 308822 leax 0x22,x; 1048 8D01 bsr ForceFuelWallFrameInvisible; 104A 39 P104A: rts; /* * ForceFuelWallFrameInvisible() * * Entry: * x = ptr to frame # * * After the player hits a fuel wall, we want to temporarily * turn off the remaining fuel objects; after the user * restarts in the fuel passage, the fuel objects will * again become visible (though with different scale factors). * * This function looks at the incoming frame #, and if it * is the 'end of frame stack' marker, then it changes the * frame # from 0xFF to 0x1F. Otherwise, it simply makes * the frame invisible, by or'ing in 0x10. By changing the * 'end of frame stack' marker, this code will allow the * frames beyond it to be displayed; in this case, the * frames beyond contain the players ship count & score. */ ForceFuelWallFrameInvisible: 104B A600 lda 0,x; 104D 2C05 bge P1054; 104F 861F lda #0x1F; 1051 A700 sta 0,x; 1053 39 rts; 1054 8A10 P1054: ora #0x10; 1056 A700 sta 0,x; 1058 39 rts; /* * PrepareToReenterFuelPassage() * * This is the main processing function for when * the player is preparing to reenter the fuel passage, * after the player has crashed into one of the fuel walls. * Before entering the fuel passage, it * will wait for the delay timer to elapse, at which * point it will reenable all of the fuel object frames. * It will also reset the scale factor for the first * fuel object (the wall into which the player crashed) * so that the fuel wall starts slightly back down the * fuel passage; it will also update all of the other * fuel object frames, so that they too are proportionally * back down the fuel passage. */ PrepareToReenterFuelPassage: 1059 BD0775 jsr $UpdatePlayersPosition; 105C FCC8AD ldd $C8AD; /* Decrement the delay timer, and */ 105F 830001 subd #0x0001; /* do nothing until the timer */ 1062 FDC8AD std $C8AD; /* counts down to 0. */ 1065 262A bne P1091; 1067 8EC900 ldx #0xC900; /* Reenable the 4 fuel object frames */ 106A 8D26 bsr RestoreFuelWallFrameStatus; 106C 308822 leax 0x22,x; 106F 8D21 bsr RestoreFuelWallFrameStatus; 1071 308822 leax 0x22,x; 1074 8D1C bsr RestoreFuelWallFrameStatus; 1076 308822 leax 0x22,x; 1079 8D17 bsr RestoreFuelWallFrameStatus; 107B 308822 leax 0x22,x; 107E 86FF lda #0xFF; /* Set the 'end of frame stack' */ 1080 A700 sta 0,x; 1082 CC0800 ldd #0x0800; /* Reset 1st fuel wall's scale */ 1085 FDC8FE std $C8FE; /* factor. */ 1088 BD1381 jsr $UpdateAllFuelFrames; 108B 8E0FA8 ldx #PlayerInFuelPassage; 108E BFC8AB stx $C8AB; /* Set the indirect jump ptr */ 1091 39 P1091: rts; /* * RestoreFuelWallFrameStatus() * * Entry: * x = ptr to frame # * * This function will cause the fuel object frames to again * become visible. This happens after the player has crashed, * and has then started to reenter the fuel passage. * * This function looks at the incoming frame #, and if it * is set to the special tag 0x1F, then it resets it to 0xFF * (the 'end of frame stack' marker). Otherwise, it forces * the frame to again be visible, by and'ing the frame * number with 0x0F. */ RestoreFuelWallFrameStatus: 1092 A600 lda 0,x; 1094 811F cmpa #0x1F; /* Former end of frame stack? */ 1096 2705 beq P109D; 1098 840F anda #0x0F; /* Nope, so make visible again */ 109A A700 sta 0,x; 109C 39 rts; 109D 86FF P109D: lda #0xFF; /* Yes, so retag as end of stack */ 109F A700 sta 0,x; 10A1 39 rts; /* * InitScoreAndShipCountFrames_1() * InitScoreAndShipCountFrames_2() * * These functions both fill in 2 frames with information * for displaying the player's ship count and score. The * ship count goes into the first frame (in blue), while * the score goes into the second frame (in green). * InitScoreAndShipCountFrames_1() uses frames C981 & C9A3, * while InitScoreAndShipCountFrames_2() uses frames C8F9 & * C91B. */ InitScoreAndShipCountFrames_1: 10A2 8EC981 ldx #0xC981; /* Use frames C981 & C9A3 */ 10A5 2003 bra P10AA; InitScoreAndShipCountFrames_2: 10A7 8EC8F9 ldx #0xC8F9; /* Use frames C8F9 & C91B */ 10AA CCF840 P10AA: ldd #0xF840; 10AD FDC82A std $C82A; /* Set string height & width */ 10B0 6F881B clr 0x1B,x; /* Flag player in enemy passage */ 10B3 8601 lda #0x01; 10B5 A707 sta 7,x; /* Frame # = 1 (blue) */ 10B7 CC0596 ldd #NE_DisplayString; 10BA ED8820 std 0x20,x; /* Set drawing function */ 10BD 8620 lda #0x20; 10BF A702 sta 2,x; 10C1 867F lda #0x7F; 10C3 A703 sta 3,x; /* Set scale factor */ 10C5 8610 lda #0x10; 10C7 A705 sta 5,x; /* Set embedded obj's scale factor */ 10C9 867F lda #0x7F; 10CB A708 sta 8,x; /* Set intensity */ 10CD CCC8BE ldd #0xC8BE; /* Ptr to ship count string */ 10D0 ED09 std 9,x; /* Set vector list 1 */ 10D2 CCC8BE ldd #0xC8BE; /* Ptr to ship count string */ 10D5 ED0B std 11,x; /* Set vector list 2 */ 10D7 CC60B0 ldd #0x60B0; 10DA ED00 std 0,x; /* Set (y,x) position */ 10DC 308822 leax 0x22,x; /* Get ptr to next frame */ 10DF 6F881B clr 0x1B,x; /* Flag player in enemy passage */ 10E2 8602 lda #0x02; 10E4 A707 sta 7,x; /* Frame # = 2 (green) */ 10E6 CC0596 ldd #NE_DisplayString; 10E9 ED8820 std 0x20,x; /* Set drawing function */ 10EC 8620 lda #0x20; 10EE A702 sta 2,x; 10F0 867F lda #0x7F; 10F2 A703 sta 3,x; /* Set scale factor */ 10F4 8610 lda #0x10; 10F6 A705 sta 5,x; /* Set embedded obj's scale factor */ 10F8 867F lda #0x7F; 10FA A708 sta 8,x; /* Set intensity */ 10FC CCC8C6 ldd #0xC8C6; /* Ptr to player's score */ 10FF ED09 std 9,x; /* Set vector list 1 */ 1101 CCC8C6 ldd #0xC8C6; /* Ptr to player's score */ 1104 ED0B std 11,x; /* Set vector list 2 */ 1106 CC6020 ldd #0x6020; 1109 ED00 std 0,x; /* Set (y,x) position */ 110B 308822 leax 0x22,x; /* Get ptr to next frame */ 110E 86FF lda #0xFF; 1110 A707 sta 7,x; /* Tag as 'End of frame stack' */ 1112 39 rts; ShipCountString: 1113 53 .string "SHIPS 3",0x80; /* * InitPlayersScoreAndShipCount() * * This function initializes the buffers holding the player's * ship count (C8BE), and the player's score (C8C6). */ InitPlayersScoreAndShipCount: 111B 7FC8CD clr $C8CD; 111E 8E1113 ldx #ShipCountString; 1121 CEC8BE ldu #0xC8BE; /* Ptr to ship count buffer */ 1124 EC81 ldd ,x++; 1126 EDC1 std ,u++; 1128 EC81 ldd ,x++; 112A EDC1 std ,u++; 112C EC81 ldd ,x++; 112E EDC1 std ,u++; 1130 EC81 ldd ,x++; 1132 EDC1 std ,u++; /* Set buffer to "SHIPS 3",0x80 */ 1134 CC2020 ldd #0x2020; 1137 8EC8C6 ldx #0xC8C6; /* Ptr to player's score buffer */ 113A ED81 std ,x++; 113C ED81 std ,x++; 113E A780 sta ,x+; 1140 CC3080 ldd #0x3080; 1143 ED00 std 0,x; /* Set buffer to " 0",0x80 */ 1145 39 rts; /* * DrawEnemyPassageWalls() * * Entry: * u = ptr to array of 2 ptrs, each pointing to a vector * list. * * This function draws the side walls within the enemy * passage. It only draws the walls on one side of the * passage, since the color of the walls on the other * side of the passage are a different color. When drawing * the walls (there are usually three), it will use the * first vector ptr in the array, unless the scale factor * for the segment is > 0x60, at which point it will draw * using the second vector ptr. The first vector ptr * represents the full wall, while the second vector ptr * is used when a wall is all the way up front, and is about * to go off the front of the screen (thus, only a portion of * the wall is still visible). */ DrawEnemyPassageWalls: 1146 7DC8AF tst $C8AF; /* Should enemy walls be drawn? */ 1149 2601 bne P114C; 114B 39 rts; /* No */ 114C 3420 P114C: pshs y; /* Yes */ 114E 8603 lda #0x03; 1150 B7C891 sta $C891; /* Set loop counter; 3 walls */ 1153 108EC8D4 ldy #0xC8D4; 1157 AE40 P1157: ldx 0,u; 1159 A620 lda 0,y; 115B 2709 beq P1166; 115D 8160 cmpa #0x60; /* If scale <= 0x60 then draw */ 115F 2302 bls P1163; /* the full wall, else draw only */ 1161 AE42 ldx 2,u; /* the partial wall */ 1163 BD031D P1163: jsr $DrawOneEnemyPassageWall; 1166 313D P1166: leay -3,y; 1168 7AC891 dec $C891; /* Decrement loop counter */ 116B 26EA bne P1157; /* More walls to draw? */ 116D 3520 puls y; 116F 39 rts; /* * DrawFuelBar() * * This function draws the player's fuel bar (gauge). * If the player is out of fuel, then the bar is not drawn. * If the player is low on fuel, then the fuel bar will * be forced to flash (by not drawing it on every pass * through this function. The amount of fuel the player * has (in CA77) is actually the scale factor used to * draw the fuel bar. */ DrawFuelBar: 1170 7DCA7D tst $CA7D; /* Is player out of fuel? */ 1173 2701 beq P1176; 1175 39 rts; /* Yes */ 1176 7DCA7E P1176: tst $CA7E; /* No, but is player low on fuel? */ 1179 2708 beq P1183; 117B B6C826 lda $C826; /* Yes; therefore, force the fuel */ 117E 8410 anda #0x10; /* bar to flash, by not drawing */ 1180 2701 beq P1183; /* it on every pass. */ 1182 39 rts; 1183 BDF2A9 P1183: jsr $intensity_to_7F; 1186 C660 ldb #0x60; 1188 D704 stb 0x04; /* Write scale factor (0x60) */ 118A CC80D0 ldd #0x80D0; /* Drawing position is based on */ 118D 7DC8A6 tst $C8A6; /* whether we are drawing for the */ 1190 2603 bne P1195; /* left or right eye. */ 1192 CC80F0 ldd #0x80F0; 1195 9701 P1195: sta 0x01; /* Write y value (0x80) */ 1197 0F00 clr 0x00; 1199 86CF lda #0xCF; /* Un-zero integrators, & trigger */ 119B 970C sta 0x0C; /* IRQ off positive edge. */ 119D 0C00 inc 0x00; 119F D701 stb 0x01; /* Write x value (0xD0 or 0xF0) */ 11A1 C640 ldb #0x40; 11A3 0F05 clr 0x05; 11A5 D50D P11A5: bitb 0x0D; /* Wait for timer interrupt */ 11A7 27FC beq P11A5; /* Display the player's fuel bar */ 11A9 0F01 clr 0x01; /* Write y value (0) */ 11AB 0F00 clr 0x00; 11AD B6CA77 lda $CA77; /* Get player's fuel units */ 11B0 9704 sta 0x04; /* Write scale factor */ 11B2 C67F ldb #0x7F; 11B4 0C00 inc 0x00; 11B6 D701 stb 0x01; /* Write x value (0x7F) */ 11B8 C640 ldb #0x40; 11BA 0F05 clr 0x05; 11BC 030A com 0x0A; 11BE D50D P11BE: bitb 0x0D; /* Wait for timer interrupt */ 11C0 27FC beq P11BE; 11C2 0F0A clr 0x0A; /* Clear line drawing pattern */ 11C4 BD0353 jsr $P0353; 11C7 39 rts; /* * CheckForCollisionWithBullets() * * Entry: * x = Frame ptr * C880 = Contact tolerance value * * Exit: * a = 0x00 (no contact) or 0xFF (contact occurred) * * This function checks each of the player's bullets, to see * if one of them have hit the object in the incoming frame. * The 'tolerance' value controls how close two objects * must be, in order for them to be considered as having * collided. Before checking to see if two objects have * collided, the two frames must have similar scale factor * values (their difference must be <= 2). */ CheckForCollisionWithBullets: 11C8 CEC8F9 ldu #0xC8F9; /* Get ptr to first bullet frame */ 11CB A603 lda 3,x; /* Get scale for incoming frame */ 11CD C610 ldb #0x10; 11CF E547 bitb 7,u; /* Skip this bullet frame, if */ 11D1 2609 bne P11DC; /* it is not visible. */ 11D3 A043 suba 3,u; /* Calculate the absolute value */ 11D5 2A01 bpl P11D8; /* of the difference between the */ 11D7 40 nega; /* 2 frame's scale factors. */ 11D8 8102 P11D8: cmpa #0x02; /* Skip this bullet, if the scale */ 11DA 2328 bls P1204; /* factors are not within 2. */ 11DC 33C822 P11DC: leau 0x22,u; /* Get ptr to next bullet frame */ 11DF E547 bitb 7,u; /* Skip this bullet frame, if */ 11E1 260B bne P11EE; /* it is not visible. */ 11E3 A603 lda 3,x; /* Calculate the absolute value */ 11E5 A043 suba 3,u; /* of the difference between the */ 11E7 2A01 bpl P11EA; /* 2 frame's scale factors. */ 11E9 40 nega; 11EA 8102 P11EA: cmpa #0x02; /* Skip this bullet, if the scale */ 11EC 2316 bls P1204; /* factors are not within 2. */ 11EE 33C822 P11EE: leau 0x22,u; /* Get ptr to next bullet frame */ 11F1 E547 bitb 7,u; /* Skip this bullet frame, if */ 11F3 2702 beq P11F7; /* it is not visible. */ 11F5 4F clra; /* Bail out; no contact occurred */ 11F6 39 rts; 11F7 A603 P11F7: lda 3,x; /* Calculate the absolute value */ 11F9 A043 suba 3,u; /* of the difference between the */ 11FB 2A01 bpl P11FE; /* 2 frame's scale factors. */ 11FD 40 nega; 11FE 8102 P11FE: cmpa #0x02; /* Skip this bullet, if the scale */ 1200 2302 bls P1204; /* factors are not within 2. */ 1202 4F clra; /* Bail out; no contact occurred */ 1203 39 rts; 1204 EC00 P1204: ldd 0,x; /* Calulate the absolute value of */ 1206 A040 suba 0,u; /* the difference in the 2 frame's */ 1208 E041 subb 1,u; /* x and y values. */ 120A BDF584 jsr $get_absolute_value_of_ab; 120D B1C880 cmpa $C880; /* Proceed only if the y values */ 1210 2D02 blt P1214; /* are within the tolerance level */ 1212 4F clra; /* Bail out; no contact occurred */ 1213 39 rts; 1214 F1C880 P1214: cmpb $C880; /* Proceed only if the x values */ 1217 2D02 blt P121B; /* are within the tolerance level */ 1219 4F clra; /* Bail out; no contact occurred */ 121A 39 rts; 121B 86FF P121B: lda #0xFF; /* Contact!! */ 121D E647 ldb 7,u; 121F CA10 orb #0x10; 1221 E747 stb 7,u; /* Tag bullet frame as invisible */ 1223 39 rts; /* * CheckForCollisionWithPlayer() * * Entry: * x = Frame ptr * * Exit: * a = 0x00 (no contact) or 0xFF (contact occurred) * * This function checks to see if the incoming frame object * has collided with the player's ship. Before checking to * see if two objects have collided, the two frames must * have similar scale factor values (their difference must * be <= 3). The 'y' tolerance value is 0x08, while the 'x' * tolerance value is 0x1E (30). */ CheckForCollisionWithPlayer: 1224 4F clra; /* Initially assume no contact */ 1225 E607 ldb 7,x /* Skip check, if the incoming */ 1227 C510 bitb #0x10; /* frame is not visible. */ 1229 2701 beq P122C; 122B 39 rts; 122C 6D881E P122C: tst 0x1E,x; /* Skip check, if the incoming */ 122F 2701 beq P1232; /* frame is already exploding. */ 1231 39 rts; 1232 CEC8D7 P1232: ldu #0xC8D7; /* Get ptr to player's frame */ 1235 6DC81E tst 0x1E,u; /* Skip if already exploding. */ 1238 2701 beq P123B; 123A 39 rts; 123B A603 P123B: lda 3,x; /* Calculate the absolute value */ 123D A043 suba 3,u; /* of the difference between the */ 123F 2A01 bpl P1242; /* 2 frame's scale factors. */ 1241 40 nega; 1242 8103 P1242: cmpa #0x03; /* No possible contact if the */ 1244 2302 bls P1248; /* scale factors difference > 3 */ 1246 4F clra; /* Bail out; no contact occurred */ 1247 39 rts; 1248 EC00 P1248: ldd 0,x; /* Calculate the x & y deltas for */ 124A A040 suba 0,u; /* the two frames. */ 124C E041 subb 1,u; 124E BDF584 jsr $get_absolute_value_of_ab; 1251 8108 cmpa #0x08; /* Proceed only if the y delta */ 1253 2D02 blt P1257; /* is < 8 */ 1255 4F clra; /* Bail out; no contact occurred */ 1256 39 rts; 1257 C11E P1257: cmpb #0x1E; /* Proceed only if the x delta */ 1259 2D02 blt P125D; /* is < 0x1E (30). */ 125B 4F clra; /* Bail out; no contact occurred */ 125C 39 rts; 125D 86FF P125D: lda #0xFF; /* Contact!! */ 125F 39 rts; /* * CheckForContactWithFuelObjects: * * Exit: * a = 0x00 (No contact) * 0x01 (Passed through fuel wall opening) * 0x02 (Picked up fuel cannister) * 0xFF (Hit fuel wall) * * This function checks to see if the player's ship has * passed through a fuel wall opening, collided with a * fuel wall, or picked up a fuel cannister. It will * run through each of the fuel object frames, until it * finds one which is within range; to be within range, * the difference between the player's scale factor and * the fuel object's scale factor must be <= 1. Once an * in-range frame is located (there may not be one), it * will check to see if the (y,x) position for the player's * ship is within the appropriate range to consider success; * success when dealing with a fuel cannister means the * player picked it up, while success for a fuel wall means * the player passed through the opening. */ CheckForContactWithFuelObjects: 1260 8EC8F9 ldx #0xC8F9; /* Get ptr to 1st fuel object frame */ 1263 6D07 P1263: tst 7,x; /* Skip, if this frame is marked */ 1265 2C02 bge P1269; /* as the end of the frame stack. */ 1267 4F clra; /* No contact */ 1268 39 rts; 1269 A605 P1269: lda 5,x; /* If the fuel object and player's */ 126B 803F suba #0x3F; /* scale factors are within 1, then */ 126D 2C01 bge P1270; /* check for pass-thru (fuel wall) */ 126F 40 nega; /* or collection (fuel cannister). */ 1270 8101 P1270: cmpa #0x01; 1272 2305 bls P1279; 1274 308822 leax 0x22,x; /* Check the next frame */ 1277 20EA bra P1263; 1279 F6C8D7 P1279: ldb $C8D7; /* Get the difference between the */ 127C 1D sex; /* the player's y position and the */ 127D FDC891 std $C891; /* fuel object's y position. Save */ 1280 E6881C ldb 0x1C,x; /* the 16-bit value in C891-C892 */ 1283 1D sex; 1284 B3C891 subd $C891; 1287 2C05 bge P128E; 1289 43 coma; 128A 53 comb; 128B C30001 addd #0x0001; 128E FDC891 P128E: std $C891; 1291 F6C8D8 ldb $C8D8; /* Get the difference between the */ 1294 1D sex; /* the player's x position and the */ 1295 FDC893 std $C893; /* fuel object's x position. Save */ 1298 E6881D ldb 0x1D,x; /* the 16-bit value in C893-C894 */ 129B 1D sex; 129C B3C893 subd $C893; 129F 2C05 bge P12A6; 12A1 43 coma; 12A2 53 comb; 12A3 C30001 addd #0x0001; 12A6 FDC893 P12A6: std $C893; 12A9 EC09 ldd 9,x; /* Fuel cannister or fuel wall? */ 12AB 10831479 cmpd #FuelCannister; 12AF 261D bne P12CE; 12B1 FCC891 ldd $C891; /* Fuel cannister. Is */ 12B4 1083000F cmpd #0x000F; /* |y delta| <= 15 ? */ 12B8 2302 bls P12BC; 12BA 4F clra; /* Nope; missed the cannister */ 12BB 39 rts; 12BC FCC893 P12BC: ldd $C893; /* Is |x delta| <= 15 ? */ 12BF 1083000F cmpd #0x000F; 12C3 2302 bls P12C7; 12C5 4F clra; /* Nope; missed the cannister */ 12C6 39 rts; 12C7 8610 P12C7: lda #0x10; /* Picked up the fuel cannister; */ 12C9 A707 sta 7,x; /* tag frame as no longer visible. */ 12CB 8602 lda #0x02; 12CD 39 rts; 12CE EC09 P12CE: ldd 9,x; /* Large or small wall opening? */ 12D0 108314A7 cmpd #FuelWallOpening_Large; 12D4 261B bne P12F1; 12D6 FCC891 ldd $C891; /* Large opening */ 12D9 1083000C cmpd #0x000C; /* Is |y delta| <= 12 ? */ 12DD 2303 bls P12E2; 12DF 86FF lda #0xFF; /* Nope; hit the wall */ 12E1 39 rts; 12E2 FCC893 P12E2: ldd $C893; /* Is |x delta| <= 12 ? */ 12E5 1083000C cmpd #0x000C; 12E9 2303 bls P12EE; 12EB 86FF lda #0xFF; /* Nope; hit the wall */ 12ED 39 rts; 12EE 8601 P12EE: lda #0x01; /* Successfully passed thru opening */ 12F0 39 rts; 12F1 FCC891 P12F1: ldd $C891; /* Small opening */ 12F4 10830008 cmpd #0x0008; /* Is |y delta| <= 8 ? */ 12F8 2303 bls P12FD; 12FA 86FF lda #0xFF; /* Nope; hit the wall */ 12FC 39 rts; 12FD FCC893 P12FD: ldd $C893; /* Is |x delta| <= 4 ? */ 1300 10830004 cmpd #0x0004; 1304 2303 bls P1309; 1306 86FF lda #0xFF; /* Nope; hit the wall */ 1308 39 rts; 1309 8601 P1309: lda #0x01; /* Successfully passed thru opening */ 130B 39 rts; /* * InitFuelWallOrCannisterFrame() * * Entry: * x = frame ptr * * This function fills in the incoming frame with information * for either a fuel wall or a fuel cannister; if C8B5 is * 0x00, then a fuel wall is initialized, otherwise, the * fuel cannister is initialized. The system loop counter * (C87D) is used to generate a random index, which is * used to index into an array of positions (used to control * the placement of the wall opening, or the fuel cannister). * C8B4 keeps track of how many fuel objects (walls or * cannisters) have been displayed; after a certain number * of fuel objects have been displayed, the opening in the * fuel walls will get smaller. C8B6 contains an index, * in the range 0-2, which is used to control the color * of the next fuel object. */ InitFuelWallOrCannisterFrame: 130C B6C87D lda $C87D; /* Use the system loop counter */ 130F 841E anda #0x1E; /* to generate a random index */ 1311 CE1361 ldu #EmbeddedObjectPositions; /* into the */ 1314 ECC6 ldd a,u; /* embedded object position array. */ 1316 ED881C std 0x1C,x; /* Save the embedded objs position */ 1319 7DC8B5 tst $C8B5; /* Fuel wall or fuel cannister? */ 131C 270F beq P132D; 131E CC1479 ldd #FuelCannister; 1321 ED09 std 9,x; /* Save vector list 1 */ 1323 ED0B std 11,x; /* Save vector list 2 */ 1325 CC01E3 ldd #DrawThenZeroIntegrators; 1328 ED8820 std 0x20,x; /* Set drawing function */ 132B 2017 bra P1344; 132D CC035E P132D: ldd #DrawFuelWall; 1330 ED8820 std 0x20,x; /* Set drawing function */ 1333 CE14A7 ldu #FuelWallOpening_Large; 1336 B6C8B4 lda $C8B4; /* See if a large or small fuel */ 1339 8106 cmpa #0x06; /* wall opening is required. */ 133B 2303 bls P1340; 133D CE14BC ldu #FuelWallOpening_Small; 1340 EF09 P1340: stu 9,x; /* Set vector list 1 */ 1342 EF0B stu 11,x; /* Set vector list 2 */ 1344 73C8B5 P1344: com $C8B5; /* Set up for next pass */ 1347 B6C8B6 lda $C8B6; /* Use C8B6 to generate an index */ 134A 8103 cmpa #0x03; /* which will be used to obtain */ 134C 2601 bne P134F; /* the frame number (color) for */ 134E 4F clra; /* this frame. */ 134F CE135E P134F: ldu #FuelWallFrameColors; 1352 E6C6 ldb a,u; 1354 4C inca; 1355 B7C8B6 sta $C8B6; /* Update index for next pass */ 1358 E707 stb 7,x; /* Set the frame # (color) */ 135A 7CC8B4 inc $C8B4; /* Inc fuel object counter */ 135D 39 rts; FuelWallFrameColors: 135E 01 .byte 0x01; /* blue */ 135F 02 .byte 0x02; /* green */ 1360 03 .byte 0x03; /* red */ /* * This array of (y,x) pairs is used to control the * positions of the embedded objects; i.e. fuel cannisters * and fuel wall openings. */ EmbeddedObjectPositions: 1361 00 .word 0x0000; 1363 00 .word 0x0048; 1365 00 .word 0x00B8; 1367 48 .word 0x4800; 1369 B8 .word 0xB800; 136B 48 .word 0x4848; 136D 48 .word 0x48B8; 136F B8 .word 0xB848; 1371 B8 .word 0xB8B8; 1373 00 .word 0x0020; 1375 00 .word 0x00E0; 1377 20 .word 0x2000; 1379 E0 .word 0xE000; 137B 20 .word 0x2020; 137D 20 .word 0x20E0; 137F E0 .word 0xE020; /* * UpdateAllFuelFrames() * * This function is responsible for updating the scale * factor in each of the fuel object frames. When the * frontmost fuel object reaches the front of the screen * (when its scale factor >= 0x6F), then that object will * be removed, and all the other fuel objects will be * shuffled up in the frame stack. Then, if there are * still more fuel objects waiting, the last of the fuel * frames will be initialized to contain the new object. * If all of the fuel objects have moved off the front of * the screen, then the player has completed passage thru the * fuel passage, and the flag in C8B2 will be set. * * If the frontmost fuel object has not reached the front * of the screen, then we only need to update the scale * factors and intensities for the fuel object frames. */ UpdateAllFuelFrames: 1381 B6C8FE lda $C8FE; /* Has the front-most fuel object */ 1384 816F cmpa #0x6F; /* reached the front of the screen? */ 1386 10250075 lblo P13FF; 138A FCC920 ldd $C920; /* Yes; so shuffle up other frames */ 138D FDC8FE std $C8FE; /* Frame 2 scale => frame 1 */ 1390 B6C922 lda $C922; 1393 B7C900 sta $C900; /* Frame 2 frame # => frame 1 */ 1396 B6C944 lda $C944; 1399 B7C922 sta $C922; /* Frame 3 frame # => frame 2 */ 139C B6C966 lda $C966; 139F B7C944 sta $C944; /* Frame 4 frame # => frame 3 */ 13A2 FCC924 ldd $C924; 13A5 FDC902 std $C902; /* Frame 2 vector list => frame 1 */ 13A8 FDC904 std $C904; /* Frame 2 vector list => frame 1 */ 13AB FCC946 ldd $C946; 13AE FDC924 std $C924; /* Frame 3 vector list => frame 2 */ 13B1 FDC926 std $C926; /* Frame 3 vector list => frame 2 */ 13B4 FCC968 ldd $C968; 13B7 FDC946 std $C946; /* Frame 4 vector list => frame 3 */ 13BA FDC948 std $C948; /* Frame 4 vector list => frame 3 */ 13BD FCC93B ldd $C93B; 13C0 FDC919 std $C919; /* Frame 2 drawing func => frame 1 */ 13C3 FCC95D ldd $C95D; 13C6 FDC93B std $C93B; /* Frame 3 drawing func => frame 2 */ 13C9 FCC97F ldd $C97F; 13CC FDC95D std $C95D; /* Frame 4 drawing func => frame 3 */ 13CF FCC937 ldd $C937; 13D2 FDC915 std $C915; /* Frame 2 emb-obj pos => frame 1 */ 13D5 FCC959 ldd $C959; 13D8 FDC937 std $C937; /* Frame 3 emb-obj pos => frame 2 */ 13DB FCC97B ldd $C97B; 13DE FDC959 std $C959; /* Frame 4 emb-obj pos => frame 3 */ 13E1 F6C8B4 ldb $C8B4; /* Either start another fuel object */ 13E4 F1C883 cmpb $C883; /* or disable the last frame. */ 13E7 2307 bls P13F0; 13E9 86FF lda #0xFF; /* We don't need to start another */ 13EB B7C966 sta $C966; /* fuel obj; so disable last frame */ 13EE 2006 bra P13F6; 13F0 8EC95F P13F0: ldx #0xC95F; /* Start another fuel object */ 13F3 BD130C jsr $InitFuelWallOrCannisterFrame; 13F6 7DC900 P13F6: tst $C900; /* Are there any active frames left? */ 13F9 2C04 bge P13FF; 13FB 73C8B2 com $C8B2; /* No; player is done */ 13FE 39 rts; 13FF 8EC8FE P13FF: ldx #0xC8FE; /* Update the secondary scale */ 1402 B6C884 lda $C884; /* factor for frame 1. */ 1405 BD06E0 jsr $P06E0; 1408 B6C8FE lda $C8FE; 140B C67F ldb #0x7F; /* Update the secondary scale */ 140D 3D mul; /* factor for frame 2. */ 140E B7C920 sta $C920; 1411 C67F ldb #0x7F; /* Update the secondary scale */ 1413 3D mul; /* factor for frame 3. */ 1414 B7C942 sta $C942; 1417 C67F ldb #0x7F; /* Update the secondary scale */ 1419 3D mul; /* factor for frame 4. */ 141A B7C964 sta $C964 141D 8604 lda #0x04; 141F B7C891 sta $C891; /* Set loop counter */ 1422 8EC8F9 ldx #0xC8F9; /* Get fuel obj 1 frame ptr */ 1425 A605 P1425: lda 5,x; /* Get embedded obj's intensity */ 1427 C680 ldb #0x80; 1429 3D mul; 142A 48 asla; 142B A702 sta 2,x; 142D A605 lda 5,x; /* Calculate intensity = */ 142F 8B40 adda #0x40; /* embedded obj scale factor+0x40 */ 1431 2A02 bpl P1435; /* If rollover occurs, then use */ 1433 867F lda #0x7F; /* max intensity (0x7F). */ 1435 A708 P1435: sta 8,x; /* Set intensity */ 1437 308822 leax 0x22,x; /* Point to next frame */ 143A 7AC891 dec $C891; /* Decrement loop counter */ 143D 26E6 bne P1425; /* Done processing the frames? */ 143F 39 rts; /* * InitAllFuelFrames() * * This function initializes the fuel passage variables, * along with the 5 frames used to display the fuel objects * (4 of the frames display fuel objects, while the 5th * frame is used to tag the end of the frame stack). The * frame ptrs used are: C8F9, C91B, C93D, C95F and C981. */ InitAllFuelFrames: 1440 CC0800 ldd #0x0800; /* Force the secondary scale for */ 1443 FDC8FE std $C8FE; /* fuel object 1 to 0x08000 */ 1446 8EC8F9 ldx #0xC8F9; /* Get ptr to fuel obj 1 frame */ 1449 7FC8B4 clr $C8B4; /* Clear the fuel object counter */ 144C 7FC8B5 clr $C8B5; /* Force fuel wall to draw first */ 144F 7FC8B6 clr $C8B6; /* Init fuel object color index */ 1452 8604 lda #0x04; /* Init the 1st 4 fuel objects */ 1454 B7C897 sta $C897; /* Set loop counter */ 1457 C6FF P1457: ldb #0xFF; 1459 E7881B stb 0x1B,x; /* Flag player in fuel passage */ 145C BD130C jsr $InitFuelWallOrCannisterFrame; 145F BDF517 jsr $get_random_a; 1462 CC0000 ldd #0x0000; 1465 ED00 std 0,x; /* Set frame (y,x) to (0,0) */ 1467 CC0001 ldd #0x0001; 146A ED03 std 3,x; /* Set scale factor */ 146C 308822 leax 0x22,x; /* Get ptr to next frame */ 146F 7AC897 dec $C897; /* Decrement loop counter */ 1472 26E3 bne P1457; /* Done processing the frames? */ 1474 86FF lda #0xFF; 1476 A707 sta 7,x; /* Tag the end of the frame stack */ 1478 39 rts; /* Vector list, 4 bytes per endpoint */ FuelCannister: 1479 00 .byte 0x00; 147A 10 .byte 0x10; 147B 00 .byte 0x00; 147C 00 .byte 0x00; 147D FF .byte 0xFF; 147E F0 .byte 0xF0; 147F 10 .byte 0x10; 1480 00 .byte 0x00; 1481 FF .byte 0xFF; 1482 F0 .byte 0xF0; 1483 F0 .byte 0xF0; 1484 00 .byte 0x00; 1485 FF .byte 0xFF; 1486 10 .byte 0x10; 1487 F0 .byte 0xF0; 1488 00 .byte 0x00; 1489 FF .byte 0xFF; 148A 10 .byte 0x10; 148B 10 .byte 0x10; 148C 00 .byte 0x00; 148D 01 .byte 0x01; /* Vector list, 4 bytes per endpoint */ FuelWall: 148E 00 .byte 0x00; 148F 7F .byte 0x7F; 1490 7F .byte 0x7F; 1491 00 .byte 0x00; 1492 FF .byte 0xFF; 1493 00 .byte 0x00; 1494 81 .byte 0x81; 1495 01 .byte 0x01; 1496 FF .byte 0xFF; 1497 81 .byte 0x81; 1498 00 .byte 0x00; 1499 01 .byte 0x01; 149A FF .byte 0xFF; 149B 00 .byte 0x00; 149C 7F .byte 0x7F; 149D 01 .byte 0x01; 149E FF .byte 0xFF; 149F 7F .byte 0x7F; 14A0 00 .byte 0x00; 14A1 01 .byte 0x01; 14A2 00 .byte 0x00; 14A3 81 .byte 0x81; 14A4 81 .byte 0x81; 14A5 00 .byte 0x00; 14A6 01 .byte 0x01; /* Vector list, 4 bytes per endpoint */ FuelWallOpening_Large: 14A7 00 .byte 0x00; 14A8 18 .byte 0x18; 14A9 30 .byte 0x30; 14AA 00 .byte 0x00; 14AB FF .byte 0xFF; 14AC 00 .byte 0x00; 14AD A0 .byte 0xA0; 14AE 00 .byte 0x00; 14AF FF .byte 0xFF; 14B0 D0 .byte 0xD0; 14B1 00 .byte 0x00; 14B2 00 .byte 0x00; 14B3 FF .byte 0xFF; 14B4 00 .byte 0x00; 14B5 60 .byte 0x60; 14B6 00 .byte 0x00; 14B7 FF .byte 0xFF; 14B8 30 .byte 0x30; 14B9 00 .byte 0x00; 14BA 00 .byte 0x00; 14BB 01 .byte 0x01; /* Vector list, 4 bytes per endpoint */ FuelWallOpening_Small: 14BC 00 .byte 0x00; 14BD 14 .byte 0x14; 14BE 20 .byte 0x20; 14BF 00 .byte 0x00; 14C0 FF .byte 0xFF; 14C1 00 .byte 0x00; 14C2 C0 .byte 0xC0; 14C3 00 .byte 0x00; 14C4 FF .byte 0xFF; 14C5 D8 .byte 0xD8; 14C6 00 .byte 0x00; 14C7 00 .byte 0x00; 14C8 FF .byte 0xFF; 14C9 00 .byte 0x00; 14CA 40 .byte 0x40; 14CB 00 .byte 0x00; 14CC FF .byte 0xFF; 14CD 28 .byte 0x28; 14CE 00 .byte 0x00; 14CF 00 .byte 0x00; 14D0 01 .byte 0x01; RefreshCheckPoints: 14D1 F0 .word 0xF000; 14D3 BD .word 0xBD00; 14D5 96 .word 0x9600; 14D7 68 .word 0x6800; 14D9 40 .word 0x4000; 14DB 20 .word 0x2000; 14DD 00 .word 0x0000; FrameDrawingProcs: 14DF 05 .word EP_DrawAllBlueFramesAndWalls_RightEye; 14E1 05 .word EP_DrawAllGreenFramesAndWalls_RightEye; 14E3 05 .word EP_DrawAllRedFrames_RightEye; 14E5 04 .word EP_DrawAllBlueFramesAndWalls_LeftEye; 14E7 04 .word EP_DrawAllGreenFramesAndWalls_LeftEye; 14E9 04 .word EP_DrawAllRedFrames_LeftEye; 14EB BDF533 P14EB: jsr $init_music_buf; 14EE 0F45 clr 0x45; 14F0 108ECA90 ldy #0xCA90; 14F4 CE153F ldu #0x153F; 14F7 CC0380 ldd #0x0380; 14FA DD9C std 0x9C; 14FC 0F9E clr 0x9E; 14FE 969B lda 0x9B; /* Load the sound bitmask */ 1500 9A9F ora 0x9F; 1502 97A0 sta 0xA0; 1504 969D P1504: lda 0x9D; 1506 94A0 anda 0xA0; 1508 2722 beq P152C; 150A 1F89 tfr a,b; 150C 9A9E ora 0x9E; 150E 979E sta 0x9E; 1510 D59B bitb 0x9B; 1512 2604 bne P1518; 1514 D49F andb 0x9F; 1516 260E bne P1526; 1518 EC42 P1518: ldd 2,u; 151A EDA4 std ,y; 151C EC44 ldd 4,u; 151E ED22 std 2,y; 1520 861F lda #0x1F; 1522 97A1 sta 0xA1; 1524 9746 sta 0x46; 1526 ADD4 P1526: jsr [,u]; /* (INDIRECT JUMP) */ 1528 969C lda 0x9C; 152A 2708 beq P1534; 152C 3347 P152C: leau 7,u; 152E 3124 leay 4,y; 1530 049D lsr 0x9D; 1532 26D0 bne P1504; 1534 969F P1534: lda 0x9F; 1536 8407 anda #0x07; 1538 9A9E ora 0x9E; 153A 979F sta 0x9F; 153C 0F9B clr 0x9B; /* Clear the sound bitmask */ 153E 39 rts; /* * The following is an array of 8 entries, each composed * of 7 bytes, and having the following meaning: * * ------------------- * 0 | Function | * --- --- * 1 | Pointer | * ------------------- * 2 | | * ------------------- * 3 | | * ------------------- * 4 | | * ------------------- * 5 | | * ------------------- * 6 | | * ------------------- * 7 | | * ------------------- */ 153F 16 S153F: .word 0x16AC; 1541 01 .byte 0x01; 1542 A0 .byte 0xA0; 1543 00 .byte 0x00; 1544 00 .byte 0x00; 1545 FF .byte 0xFF; 1546 15 .word 0x15D4; 1548 00 .byte 0x00; 1549 10 .byte 0x10; 154A 0E .byte 0x0E; 154B 0E .byte 0x0E; 154C 00 .byte 0x00; 154D 15 .word 0x1583; 154F 00 .byte 0x00; 1550 00 .byte 0x00; 1551 0F .byte 0x0F; 1552 18 .byte 0x18; 1553 FF .byte 0xFF; 1554 16 .word 0x161D; 1556 02 .byte 0x02; 1557 00 .byte 0x00; 1558 0C .byte 0x0C; 1559 05 .byte 0x05; 155A FF .byte 0xFF; 155B 16 .word 0x1640; 155D 0F .byte 0x0F; 155E FF .byte 0xFF; 155F 10 .byte 0x10; 1560 18 .byte 0x18; 1561 FF .byte 0xFF; 1562 15 .word 0x1577; 1564 00 .byte 0x00; 1565 55 .byte 0x55; 1566 10 .byte 0x10; 1567 00 .byte 0x00; 1568 00 .byte 0x00; 1569 16 .word 0x1667; 156B 00 .byte 0x00; 156C 70 .byte 0x70; 156D 0A .byte 0x0A; 156E 01 .byte 0x01; 156F 00 .byte 0x00; 1570 16 .word 0x1653; 1572 0C .byte 0x0C; 1573 00 .byte 0x00; 1574 0D .byte 0x0D; 1575 18 .byte 0x18; 1576 00 .byte 0x00; 1577 CC1040 P1577: ldd #0x1040; 157A DD40 std 0x40; 157C 8608 lda #0x08; 157E 973F sta 0x3F; 1580 7E1680 jmp $P1680; 1583 3460 P1583: pshs y,u; 1585 108ECAB0 ldy #0xCAB0; 1589 969B lda 0x9B; /* Load the sound bitmask */ 158B 949D anda 0x9D; 158D 2711 beq P15A0; 158F CC0000 ldd #0x0000; 1592 EDA4 std ,y; 1594 CC0003 ldd #0x0003; 1597 ED24 std 4,y; 1599 CC0F18 ldd #0x0F18; 159C ED22 std 2,y; 159E ED26 std 6,y; 15A0 CE16D7 P15A0: ldu #0x16D7; 15A3 CC00A0 ldd #0x00A0; 15A6 DD40 std 0x40; 15A8 0F46 clr 0x46; 15AA 860E lda #0x0E; 15AC 973F sta 0x3F; 15AE 8D0D bsr P15BD; 15B0 3124 leay 4,y; 15B2 3341 leau 1,u; 15B4 8D07 bsr P15BD; 15B6 3124 leay 4,y; 15B8 3341 leau 1,u; 15BA 3560 puls y,u; 15BC 39 rts; 15BD 6A23 P15BD: dec 3,y; 15BF 102700E1 lbeq P16A4; 15C3 A623 lda 3,y; 15C5 810E cmpa #0x0E; 15C7 2E02 bgt P15CB; 15C9 A722 sta 2,y; 15CB AEA4 P15CB: ldx ,y; 15CD 3002 leax 2,x; 15CF AFA4 stx ,y; 15D1 7E1680 jmp $P1680; 15D4 108ECABC P15D4: ldy #0xCABC; 15D8 969B lda 0x9B; /* Load the sound bitmask */ 15DA 959D bita 0x9D; 15DC 2727 beq P1605; 15DE 96A0 lda 0xA0; 15E0 84FD anda #0xFD; 15E2 97A0 sta 0xA0; 15E4 969F lda 0x9F; 15E6 84FD anda #0xFD; 15E8 979F sta 0x9F; 15EA CC0010 ldd #0x0010; 15ED EDA4 std ,y; 15EF ED24 std 4,y; 15F1 CC0E0E ldd #0x0E0E; 15F4 ED22 std 2,y; 15F6 CC0000 ldd #0x0000; 15F9 ED28 std 8,y; 15FB CC0E07 ldd #0x0E07; 15FE ED26 std 6,y; 1600 CC0F03 ldd #0x0F03; 1603 ED2A std 10,y; 1605 8D06 P1605: bsr P160D; 1607 3124 leay 4,y; 1609 8D02 bsr P160D; 160B 3124 leay 4,y; 160D 6A23 P160D: dec 3,y; 160F 266F bne P1680; 1611 8603 lda #0x03; 1613 A723 sta 3,y; 1615 AE20 ldx 0,y; 1617 3001 leax 1,x; 1619 AF20 stx 0,y; 161B 2063 bra P1680; 161D 96A0 P161D: lda 0xA0; 161F 84FD anda #0xFD; 1621 97A0 sta 0xA0; 1623 969F lda 0x9F; 1625 84FD anda #0xFD; 1627 979F sta 0x9F; 1629 EC20 ldd 0,y; 162B 830030 subd #0x0030; 162E ED20 std 0,y; 1630 0AA1 dec 0xA1; 1632 96A1 lda 0xA1; 1634 9746 sta 0x46; 1636 810F cmpa #0x0F; 1638 2E02 bgt P163C; 163A A722 sta 2,y; 163C 2642 P163C: bne P1680; 163E 2064 bra P16A4; 1640 CC2F40 P1640: ldd #0x2F40; 1643 DD40 std 0x40; 1645 8603 lda #0x03; 1647 973F sta 0x3F; 1649 6A23 dec 3,y; 164B 2633 bne P1680; 164D 8602 lda #0x02; 164F 973F sta 0x3F; 1651 2051 bra P16A4; 1653 EC20 P1653: ldd 0,y; 1655 830003 subd #0x0003; 1658 ED20 std 0,y; 165A 10830A00 cmpd #0x0A00; 165E 2220 bhi P1680; 1660 CC0C00 ldd #0x0C00; 1663 ED20 std 0,y; 1665 2019 bra P1680; 1667 6A23 P1667: dec 3,y; 1669 260A bne P1675; 166B 8604 lda #0x04; 166D A723 sta 3,y; 166F 96A3 lda 0xA3; 1671 A721 sta 1,y; 1673 200B bra P1680; 1675 8604 P1675: lda #0x04; 1677 A023 suba 3,y; 1679 48 asla; 167A 48 asla; 167B 40 nega; 167C AB21 adda 1,y; 167E A721 sta 1,y; 1680 8EC842 P1680: ldx #0xC842; 1683 0A9C dec 0x9C; 1685 969C lda 0x9C; 1687 E622 ldb 2,y; 1689 E786 stb a,x; 168B 48 asla; 168C 8B05 adda #0x05; 168E 3086 leax a,x; 1690 ECA4 ldd ,y; 1692 ED84 std ,x; 1694 8E16D7 ldx #0x16D7; 1697 A646 lda 6,u; 1699 2B08 bmi P16A3; 169B 9B9C adda 0x9C; 169D A686 lda a,x; 169F 9A45 ora 0x45; 16A1 9745 sta 0x45; 16A3 39 P16A3: rts; 16A4 969D P16A4: lda 0x9D; 16A6 43 coma; 16A7 949E anda 0x9E; 16A9 979E sta 0x9E; 16AB 39 rts; 16AC 969B P16AC: lda 0x9B; /* Get the explosion bitmask */ 16AE 949D anda 0x9D; 16B0 2702 beq P16B4; 16B2 9767 sta 0x67; 16B4 3440 P16B4: pshs u; 16B6 96A2 lda 0xA2; /* Use sound characteristic index */ 16B8 CE16CF ldu #SoundCharacteristics; 16BB 48 asla; 16BC 48 asla; 16BD 33C6 leau a,u; 16BF A641 lda 1,u; 16C1 9746 sta 0x46; 16C3 BDF92E jsr $generate_explosion_sound; 16C6 0F9C clr 0x9C; 16C8 3540 puls u; 16CA 9677 lda 0x77; 16CC 27D6 beq P16A4; 16CE 39 rts; /* * Array of 2 entries, each 4 bytes long. */ SoundCharacteristics: 16CF 38 .byte 0x38; 16D0 10 .byte 0x10; 16D1 00 .byte 0x00; 16D2 08 .byte 0x08; 16D3 3F .byte 0x3F; 16D4 03 .byte 0x03; 16D5 00 .byte 0x00; 16D6 04 .byte 0x04; 16D7 20 S16D7: .byte 0x20; 16D8 10 .byte 0x10; 16D9 08 .byte 0x08; 16DA 04 .byte 0x04; 16DB 02 .byte 0x02; 16DC 01 .byte 0x01; 16DD FF .byte 0xFF; 16DE 00 .byte 0x00; 16DF 00 .byte 0x00; 16E0 00 .byte 0x00; 16E1 00 .byte 0x00; 16E2 28 .byte 0x28; 16E3 3C .byte 0x3C; 16E4 FF .byte 0xFF; 16E5 14 .byte 0x14; 16E6 C4 .byte 0xC4; 16E7 FF .byte 0xFF; 16E8 D8 .byte 0xD8; 16E9 EC .byte 0xEC; 16EA FF .byte 0xFF; 16EB EC .byte 0xEC; 16EC D8 .byte 0xD8; 16ED FF .byte 0xFF; 16EE D8 .byte 0xD8; 16EF 28 .byte 0x28; 16F0 FF .byte 0xFF; 16F1 14 .byte 0x14; 16F2 3C .byte 0x3C; 16F3 FF .byte 0xFF; 16F4 3C .byte 0x3C; 16F5 14 .byte 0x14; 16F6 01 .byte 0x01; EnemyStarVectorList: 16F7 00 .byte 0x00; 16F8 32 .byte 0x32; 16F9 32 .byte 0x32; 16FA FF .byte 0xFF; 16FB EC .byte 0xEC; 16FC C4 .byte 0xC4; 16FD FF .byte 0xFF; 16FE 14 .byte 0x14; 16FF D8 .byte 0xD8; 1700 FF .byte 0xFF; 1701 CE .byte 0xCE; 1702 1E .byte 0x1E; 1703 FF .byte 0xFF; 1704 CE .byte 0xCE; 1705 E2 .byte 0xE2; 1706 FF .byte 0xFF; 1707 14 .byte 0x14; 1708 1E .byte 0x1E; 1709 FF .byte 0xFF; 170A EC .byte 0xEC; 170B 46 .byte 0x46; 170C FF .byte 0xFF; 170D 28 .byte 0x28; 170E D8 .byte 0xD8; 170F FF .byte 0xFF; 1710 3C .byte 0x3C; 1711 28 .byte 0x28; 1712 01 .byte 0x01; EnemyShip1VectorTable: 1713 17 .word EnemyShip1_1; 1715 17 .word EnemyShip1_2; 1717 17 .word EnemyShip1_3; 1719 17 .word EnemyShip1_4; EnemyShip1_1: 171B FF .byte 0xFF; 171C 20 .byte 0x20; 171D 40 .byte 0x40; 171E FF .byte 0xFF; 171F C0 .byte 0xC0; 1720 00 .byte 0x00; 1721 FF .byte 0xFF; 1722 20 .byte 0x20; 1723 C0 .byte 0xC0; 1724 FF .byte 0xFF; 1725 20 .byte 0x20; 1726 C0 .byte 0xC0; 1727 FF .byte 0xFF; 1728 C0 .byte 0xC0; 1729 00 .byte 0x00; 172A FF .byte 0xFF; 172B 20 .byte 0x20; 172C 40 .byte 0x40; 172D 01 .byte 0x01; EnemyShip1_2: 172E FF .byte 0xFF; 172F 28 .byte 0x28; 1730 38 .byte 0x38; 1731 FF .byte 0xFF; 1732 B0 .byte 0xB0; 1733 00 .byte 0x00; 1734 FF .byte 0xFF; 1735 28 .byte 0x28; 1736 C8 .byte 0xC8; 1737 FF .byte 0xFF; 1738 28 .byte 0x28; 1739 C8 .byte 0xC8; 173A FF .byte 0xFF; 173B B0 .byte 0xB0; 173C 00 .byte 0x00; 173D FF .byte 0xFF; 173E 28 .byte 0x28; 173F 38 .byte 0x38; 1740 01 .byte 0x01; EnemyShip1_3: 1741 FF .byte 0xFF; 1742 30 .byte 0x30; 1743 30 .byte 0x30; 1744 FF .byte 0xFF; 1745 A0 .byte 0xA0; 1746 00 .byte 0x00; 1747 FF .byte 0xFF; 1748 30 .byte 0x30; 1749 D0 .byte 0xD0; 174A FF .byte 0xFF; 174B 30 .byte 0x30; 174C D0 .byte 0xD0; 174D FF .byte 0xFF; 174E A0 .byte 0xA0; 174F 00 .byte 0x00; 1750 FF .byte 0xFF; 1751 30 .byte 0x30; 1752 30 .byte 0x30; 1753 01 .byte 0x01; EnemyShip1_4: 1754 FF .byte 0xFF; 1755 38 .byte 0x38; 1756 28 .byte 0x28; 1757 FF .byte 0xFF; 1758 90 .byte 0x90; 1759 00 .byte 0x00; 175A FF .byte 0xFF; 175B 38 .byte 0x38; 175C D8 .byte 0xD8; 175D FF .byte 0xFF; 175E 38 .byte 0x38; 175F D8 .byte 0xD8; 1760 FF .byte 0xFF; 1761 90 .byte 0x90; 1762 00 .byte 0x00; 1763 FF .byte 0xFF; 1764 38 .byte 0x38; 1765 28 .byte 0x28; 1766 01 .byte 0x01; EnemyShip2VectorTable: 1767 17 .word EnemyShip2_1; 1769 17 .word EnemyShip2_2; 176B 17 .word EnemyShip2_3; 176D 17 .word EnemyShip2_4; EnemyShip2_1: 176F 00 .byte 0x00; 1770 CE .byte 0xCE; 1771 32 .byte 0x32; 1772 FF .byte 0xFF; 1773 32 .byte 0x32; 1774 9C .byte 0x9C; 1775 FF .byte 0xFF; 1776 32 .byte 0x32; 1777 64 .byte 0x64; 1778 00 .byte 0x00; 1779 00 .byte 0x00; 177A 9C .byte 0x9C; 177B FF .byte 0xFF; 177C CE .byte 0xCE; 177D 64 .byte 0x64; 177E FF .byte 0xFF; 177F CE .byte 0xCE; 1780 9C .byte 0x9C; 1781 01 .byte 0x01; EnemyShip2_2: 1782 00 .byte 0x00; 1783 CE .byte 0xCE; 1784 32 .byte 0x32; 1785 FF .byte 0xFF; 1786 32 .byte 0x32; 1787 B0 .byte 0xB0; 1788 FF .byte 0xFF; 1789 32 .byte 0x32; 178A 50 .byte 0x50; 178B 00 .byte 0x00; 178C 00 .byte 0x00; 178D 9C .byte 0x9C; 178E FF .byte 0xFF; 178F CE .byte 0xCE; 1790 50 .byte 0x50; 1791 FF .byte 0xFF; 1792 CE .byte 0xCE; 1793 B0 .byte 0xB0; 1794 01 .byte 0x01; EnemyShip2_3: 1795 00 .byte 0x00; 1796 CE .byte 0xCE; 1797 32 .byte 0x32; 1798 FF .byte 0xFF; 1799 32 .byte 0x32; 179A C4 .byte 0xC4; 179B FF .byte 0xFF; 179C 32 .byte 0x32; 179D 3C .byte 0x3C; 179E 00 .byte 0x00; 179F 00 .byte 0x00; 17A0 9C .byte 0x9C; 17A1 FF .byte 0xFF; 17A2 CE .byte 0xCE; 17A3 3C .byte 0x3C; 17A4 FF .byte 0xFF; 17A5 CE .byte 0xCE; 17A6 CE .byte 0xCE; 17A7 01 .byte 0x01; EnemyShip2_4: 17A8 00 .byte 0x00; 17A9 CE .byte 0xCE; 17AA 32 .byte 0x32; 17AB FF .byte 0xFF; 17AC 32 .byte 0x32; 17AD D8 .byte 0xD8; 17AE FF .byte 0xFF; 17AF 32 .byte 0x32; 17B0 28 .byte 0x28; 17B1 00 .byte 0x00; 17B2 00 .byte 0x00; 17B3 9C .byte 0x9C; 17B4 FF .byte 0xFF; 17B5 CE .byte 0xCE; 17B6 28 .byte 0x28; 17B7 FF .byte 0xFF; 17B8 CE .byte 0xCE; 17B9 D8 .byte 0xD8; 17BA 01 .byte 0x01; EnemyShip3VectorTable: 17BB 17 .word EnemyShip3_1; 17BD 17 .word EnemyShip3_2; 17BF 18 .word EnemyShip3_3; 17C1 18 .word EnemyShip3_4; EnemyShip3_1: 17C3 FF .byte 0xFF; 17C4 CE .byte 0xCE; 17C5 CE .byte 0xCE; 17C6 FF .byte 0xFF; 17C7 14 .byte 0x14; 17C8 00 .byte 0x00; 17C9 FF .byte 0xFF; 17CA EC .byte 0xEC; 17CB 32 .byte 0x32; 17CC FF .byte 0xFF; 17CD 14 .byte 0x14; 17CE 32 .byte 0x32; 17CF FF .byte 0xFF; 17D0 EC .byte 0xEC; 17D1 00 .byte 0x00; 17D2 FF .byte 0xFF; 17D3 00 .byte 0x00; 17D4 9C .byte 0x9C; 17D5 FF .byte 0xFF; 17D6 64 .byte 0x64; 17D7 64 .byte 0x64; 17D8 FF .byte 0xFF; 17D9 00 .byte 0x00; 17DA 9C .byte 0x9C; 17DB FF .byte 0xFF; 17DC EC .byte 0xEC; 17DD 32 .byte 0x32; 17DE FF .byte 0xFF; 17DF 14 .byte 0x14; 17E0 32 .byte 0x32; 17E1 00 .byte 0x00; 17E2 00 .byte 0x00; 17E3 9C .byte 0x9C; 17E4 FF .byte 0xFF; 17E5 9C .byte 0x9C; 17E6 64 .byte 0x64; 17E7 01 .byte 0x01; EnemyShip3_2: 17E8 FF .byte 0xFF; 17E9 D8 .byte 0xD8; 17EA D8 .byte 0xD8; 17EB FF .byte 0xFF; 17EC 1E .byte 0x1E; 17ED 00 .byte 0x00; 17EE FF .byte 0xFF; 17EF EC .byte 0xEC; 17F0 28 .byte 0x28; 17F1 FF .byte 0xFF; 17F2 14 .byte 0x14; 17F3 28 .byte 0x28; 17F4 FF .byte 0xFF; 17F5 E2 .byte 0xE2; 17F6 00 .byte 0x00; 17F7 FF .byte 0xFF; 17F8 00 .byte 0x00; 17F9 B0 .byte 0xB0; 17FA 00 .byte 0x00; 17FB 00 .byte 0x00; 17FC 50 .byte 0x50; 17FD FF .byte 0xFF; 17FE 50 .byte 0x50; 17FF B0 .byte 0xB0; 1800 FF .byte 0xFF; 1801 E2 .byte 0xE2; 1802 28 .byte 0x28; 1803 FF .byte 0xFF; 1804 1E .byte 0x1E; 1805 28 .byte 0x28; 1806 FF .byte 0xFF; 1807 00 .byte 0x00; 1808 B0 .byte 0xB0; 1809 00 .byte 0x00; 180A D8 .byte 0xD8; 180B 28 .byte 0x28; 180C FF .byte 0xFF; 180D 28 .byte 0x28; 180E 28 .byte 0x28; 180F 01 .byte 0x01; EnemyShip3_3: 1810 00 .byte 0x00; 1811 F6 .byte 0xF6; 1812 00 .byte 0x00; 1813 FF .byte 0xFF; 1814 28 .byte 0x28; 1815 D8 .byte 0xD8; 1816 FF .byte 0xFF; 1817 00 .byte 0x00; 1818 50 .byte 0x50; 1819 FF .byte 0xFF; 181A D8 .byte 0xD8; 181B D8 .byte 0xD8; 181C 00 .byte 0x00; 181D EC .byte 0xEC; 181E 00 .byte 0x00; 181F FF .byte 0xFF; 1820 28 .byte 0x28; 1821 D8 .byte 0xD8; 1822 FF .byte 0xFF; 1823 CE .byte 0xCE; 1824 00 .byte 0x00; 1825 FF .byte 0xFF; 1826 00 .byte 0x00; 1827 50 .byte 0x50; 1828 FF .byte 0xFF; 1829 32 .byte 0x32; 182A 00 .byte 0x00; 182B FF .byte 0xFF; 182C D8 .byte 0xD8; 182D D8 .byte 0xD8; 182E 01 .byte 0x01; EnemyShip3_4: 182F 00 .byte 0x00; 1830 14 .byte 0x14; 1831 28 .byte 0x28; 1832 FF .byte 0xFF; 1833 CE .byte 0xCE; 1834 00 .byte 0x00; 1835 FF .byte 0xFF; 1836 00 .byte 0x00; 1837 B0 .byte 0xB0; 1838 FF .byte 0xFF; 1839 32 .byte 0x32; 183A 00 .byte 0x00; 183B FF .byte 0xFF; 183C D8 .byte 0xD8; 183D 28 .byte 0x28; 183E FF .byte 0xFF; 183F 28 .byte 0x28; 1840 28 .byte 0x28; 1841 FF .byte 0xFF; 1842 00 .byte 0x00; 1843 B0 .byte 0xB0; 1844 01 .byte 0x01; EnemyShip4VectorTable: 1845 18 .word EnemyShip4_1; 1847 18 .word EnemyShip4_2; 1849 18 .word EnemyShip4_3; 184B 18 .word EnemyShip4_4; EnemyShip4_1: 184D 00 .byte 0x00; 184E F6 .byte 0xF6; 184F 0A .byte 0x0A; 1850 FF .byte 0xFF; 1851 00 .byte 0x00; 1852 EC .byte 0xEC; 1853 FF .byte 0xFF; 1854 14 .byte 0x14; 1855 00 .byte 0x00; 1856 FF .byte 0xFF; 1857 00 .byte 0x00; 1858 14 .byte 0x14; 1859 FF .byte 0xFF; 185A EC .byte 0xEC; 185B 00 .byte 0x00; 185C 00 .byte 0x00; 185D F6 .byte 0xF6; 185E 0A .byte 0x0A; 185F FF .byte 0xFF; 1860 00 .byte 0x00; 1861 D8 .byte 0xD8; 1862 FF .byte 0xFF; 1863 28 .byte 0x28; 1864 00 .byte 0x00; 1865 FF .byte 0xFF; 1866 00 .byte 0x00; 1867 28 .byte 0x28; 1868 FF .byte 0xFF; 1869 D8 .byte 0xD8; 186A 00 .byte 0x00; 186B 01 .byte 0x01; EnemyShip4_2: 186C 00 .byte 0x00; 186D EC .byte 0xEC; 186E EC .byte 0xEC; 186F FF .byte 0xFF; 1870 28 .byte 0x28; 1871 00 .byte 0x00; 1872 FF .byte 0xFF; 1873 00 .byte 0x00; 1874 28 .byte 0x28; 1875 FF .byte 0xFF; 1876 D8 .byte 0xD8; 1877 00 .byte 0x00; 1878 FF .byte 0xFF; 1879 00 .byte 0x00; 187A D8 .byte 0xD8; 187B 00 .byte 0x00; 187C F6 .byte 0xF6; 187D F6 .byte 0xF6; 187E FF .byte 0xFF; 187F 00 .byte 0x00; 1880 3C .byte 0x3C; 1881 FF .byte 0xFF; 1882 3C .byte 0x3C; 1883 00 .byte 0x00; 1884 FF .byte 0xFF; 1885 00 .byte 0x00; 1886 C4 .byte 0xC4; 1887 FF .byte 0xFF; 1888 C4 .byte 0xC4; 1889 00 .byte 0x00; 188A 01 .byte 0x01; EnemyShip4_3: 188B 00 .byte 0x00; 188C 1E .byte 0x1E; 188D E2 .byte 0xE2; 188E FF .byte 0xFF; 188F 00 .byte 0x00; 1890 3C .byte 0x3C; 1891 FF .byte 0xFF; 1892 C4 .byte 0xC4; 1893 00 .byte 0x00; 1894 FF .byte 0xFF; 1895 00 .byte 0x00; 1896 C4 .byte 0xC4; 1897 FF .byte 0xFF; 1898 3C .byte 0x3C; 1899 00 .byte 0x00; 189A 00 .byte 0x00; 189B 0A .byte 0x0A; 189C F6 .byte 0xF6; 189D FF .byte 0xFF; 189E B0 .byte 0xB0; 189F 00 .byte 0x00; 18A0 FF .byte 0xFF; 18A1 00 .byte 0x00; 18A2 50 .byte 0x50; 18A3 FF .byte 0xFF; 18A4 50 .byte 0x50; 18A5 00 .byte 0x00; 18A6 FF .byte 0xFF; 18A7 00 .byte 0x00; 18A8 B0 .byte 0xB0; 18A9 01 .byte 0x01; EnemyShip4_4: 18AA 00 .byte 0x00; 18AB 28 .byte 0x28; 18AC 28 .byte 0x28; 18AD FF .byte 0xFF; 18AE B0 .byte 0xB0; 18AF 00 .byte 0x00; 18B0 FF .byte 0xFF; 18B1 00 .byte 0x00; 18B2 B0 .byte 0xB0; 18B3 FF .byte 0xFF; 18B4 50 .byte 0x50; 18B5 00 .byte 0x00; 18B6 FF .byte 0xFF; 18B7 00 .byte 0x00; 18B8 50 .byte 0x50; 18B9 00 .byte 0x00; 18BA 0A .byte 0x0A; 18BB 0A .byte 0x0A; 18BC FF .byte 0xFF; 18BD 9C .byte 0x9C; 18BE 00 .byte 0x00; 18BF FF .byte 0xFF; 18C0 00 .byte 0x00; 18C1 9C .byte 0x9C; 18C2 FF .byte 0xFF; 18C3 64 .byte 0x64; 18C4 00 .byte 0x00; 18C5 FF .byte 0xFF; 18C6 00 .byte 0x00; 18C7 64 .byte 0x64; 18C8 01 .byte 0x01; FuelBarrier: /* Referenced from where??? */ 18C9 00 .byte 0x00; 18CA 40 .byte 0x40; 18CB 40 .byte 0x40; 18CC FF .byte 0xFF; 18CD 81 .byte 0x81; 18CE 00 .byte 0x00; 18CF FF .byte 0xFF; 18D0 00 .byte 0x00; 18D1 81 .byte 0x81; 18D2 FF .byte 0xFF; 18D3 7F .byte 0x7F; 18D4 00 .byte 0x00; 18D5 FF .byte 0xFF; 18D6 00 .byte 0x00; 18D7 7F .byte 0x7F; 18D8 01 .byte 0x01; PlayersShip_1: 18D9 00 .byte 0x00; 18DA E2 .byte 0xE2; 18DB 00 .byte 0x00; 18DC FF .byte 0xFF; 18DD 32 .byte 0x32; 18DE 14 .byte 0x14; 18DF FF .byte 0xFF; 18E0 C4 .byte 0xC4; 18E1 64 .byte 0x64; 18E2 FF .byte 0xFF; 18E3 0A .byte 0x0A; 18E4 88 .byte 0x88; 18E5 FF .byte 0xFF; 18E6 F6 .byte 0xF6; 18E7 88 .byte 0x88; 18E8 FF .byte 0xFF; 18E9 3C .byte 0x3C; 18EA 64 .byte 0x64; 18EB FF .byte 0xFF; 18EC CE .byte 0xCE; 18ED 14 .byte 0x14; 18EE 00 .byte 0x00; 18EF 1E .byte 0x1E; 18F0 0A .byte 0x0A; 18F1 FF .byte 0xFF; 18F2 00 .byte 0x00; 18F3 1E .byte 0x1E; 18F4 FF .byte 0xFF; 18F5 D8 .byte 0xD8; 18F6 00 .byte 0x00; 18F7 FF .byte 0xFF; 18F8 00 .byte 0x00; 18F9 E2 .byte 0xE2; 18FA FF .byte 0xFF; 18FB 28 .byte 0x28; 18FC 00 .byte 0x00; 18FD 00 .byte 0x00; 18FE 00 .byte 0x00; 18FF E2 .byte 0xE2; 1900 FF .byte 0xFF; 1901 00 .byte 0x00; 1902 E2 .byte 0xE2; 1903 FF .byte 0xFF; 1904 D8 .byte 0xD8; 1905 00 .byte 0x00; 1906 FF .byte 0xFF; 1907 00 .byte 0x00; 1908 1E .byte 0x1E; 1909 FF .byte 0xFF; 190A 28 .byte 0x28; 190B 00 .byte 0x00; 190C 01 .byte 0x01; PlayersShip_2: 190D 00 .byte 0x00; 190E E2 .byte 0xE2; 190F 00 .byte 0x00; 1910 FF .byte 0xFF; 1911 32 .byte 0x32; 1912 14 .byte 0x14; 1913 FF .byte 0xFF; 1914 C4 .byte 0xC4; 1915 64 .byte 0x64; 1916 FF .byte 0xFF; 1917 0A .byte 0x0A; 1918 88 .byte 0x88; 1919 FF .byte 0xFF; 191A F6 .byte 0xF6; 191B 88 .byte 0x88; 191C FF .byte 0xFF; 191D 3C .byte 0x3C; 191E 64 .byte 0x64; 191F FF .byte 0xFF; 1920 CE .byte 0xCE; 1921 14 .byte 0x14; 1922 00 .byte 0x00; 1923 1E .byte 0x1E; 1924 14 .byte 0x14; 1925 FF .byte 0xFF; 1926 00 .byte 0x00; 1927 1E .byte 0x1E; 1928 FF .byte 0xFF; 1929 D8 .byte 0xD8; 192A 00 .byte 0x00; 192B FF .byte 0xFF; 192C 00 .byte 0x00; 192D E2 .byte 0xE2; 192E FF .byte 0xFF; 192F 28 .byte 0x28; 1930 00 .byte 0x00; 1931 00 .byte 0x00; 1932 00 .byte 0x00; 1933 E2 .byte 0xE2; 1934 FF .byte 0xFF; 1935 00 .byte 0x00; 1936 E2 .byte 0xE2; 1937 FF .byte 0xFF; 1938 D8 .byte 0xD8; 1939 00 .byte 0x00; 193A FF .byte 0xFF; 193B 00 .byte 0x00; 193C 1E .byte 0x1E; 193D FF .byte 0xFF; 193E 28 .byte 0x28; 193F 00 .byte 0x00; 1940 01 .byte 0x01; PlayersShipExploding_1: 1941 00 .byte 0x00; 1942 E2 .byte 0xE2; 1943 00 .byte 0x00; 1944 02 .byte 0x02; 1945 14 .byte 0x14; 1946 28 .byte 0x28; 1947 FF .byte 0xFF; 1948 32 .byte 0x32; 1949 14 .byte 0x14; 194A FF .byte 0xFF; 194B C4 .byte 0xC4; 194C 64 .byte 0x64; 194D FF .byte 0xFF; 194E 0A .byte 0x0A; 194F 88 .byte 0x88; 1950 02 .byte 0x02; 1951 00 .byte 0x00; 1952 D8 .byte 0xD8; 1953 FF .byte 0xFF; 1954 F6 .byte 0xF6; 1955 88 .byte 0x88; 1956 FF .byte 0xFF; 1957 3C .byte 0x3C; 1958 64 .byte 0x64; 1959 FF .byte 0xFF; 195A CE .byte 0xCE; 195B 14 .byte 0x14; 195C 02 .byte 0x02; 195D D8 .byte 0xD8; 195E 28 .byte 0x28; 195F 00 .byte 0x00; 1960 1E .byte 0x1E; 1961 0A .byte 0x0A; 1962 FF .byte 0xFF; 1963 00 .byte 0x00; 1964 1E .byte 0x1E; 1965 FF .byte 0xFF; 1966 D8 .byte 0xD8; 1967 00 .byte 0x00; 1968 FF .byte 0xFF; 1969 00 .byte 0x00; 196A E2 .byte 0xE2; 196B FF .byte 0xFF; 196C 28 .byte 0x28; 196D 00 .byte 0x00; 196E 02 .byte 0x02; 196F D8 .byte 0xD8; 1970 D8 .byte 0xD8; 1971 00 .byte 0x00; 1972 00 .byte 0x00; 1973 E2 .byte 0xE2; 1974 FF .byte 0xFF; 1975 00 .byte 0x00; 1976 E2 .byte 0xE2; 1977 FF .byte 0xFF; 1978 D8 .byte 0xD8; 1979 00 .byte 0x00; 197A FF .byte 0xFF; 197B 00 .byte 0x00; 197C 1E .byte 0x1E; 197D FF .byte 0xFF; 197E 28 .byte 0x28; 197F 00 .byte 0x00; 1980 01 .byte 0x01; PlayersShipExploding_2: 1981 00 .byte 0x00; 1982 E2 .byte 0xE2; 1983 00 .byte 0x00; 1984 02 .byte 0x02; 1985 14 .byte 0x14; 1986 28 .byte 0x28; 1987 FF .byte 0xFF; 1988 32 .byte 0x32; 1989 14 .byte 0x14; 198A FF .byte 0xFF; 198B C4 .byte 0xC4; 198C 64 .byte 0x64; 198D FF .byte 0xFF; 198E 0A .byte 0x0A; 198F 88 .byte 0x88; 1990 02 .byte 0x02; 1991 14 .byte 0x14; 1992 D8 .byte 0xD8; 1993 FF .byte 0xFF; 1994 F6 .byte 0xF6; 1995 88 .byte 0x88; 1996 FF .byte 0xFF; 1997 3C .byte 0x3C; 1998 64 .byte 0x64; 1999 FF .byte 0xFF; 199A CE .byte 0xCE; 199B 14 .byte 0x14; 199C 02 .byte 0x02; 199D D8 .byte 0xD8; 199E 28 .byte 0x28; 199F 00 .byte 0x00; 19A0 1E .byte 0x1E; 19A1 14 .byte 0x14; 19A2 FF .byte 0xFF; 19A3 00 .byte 0x00; 19A4 1E .byte 0x1E; 19A5 FF .byte 0xFF; 19A6 D8 .byte 0xD8; 19A7 00 .byte 0x00; 19A8 FF .byte 0xFF; 19A9 00 .byte 0x00; 19AA E2 .byte 0xE2; 19AB FF .byte 0xFF; 19AC 28 .byte 0x28; 19AD 00 .byte 0x00; 19AE 02 .byte 0x02; 19AF D8 .byte 0xD8; 19B0 D8 .byte 0xD8; 19B1 00 .byte 0x00; 19B2 00 .byte 0x00; 19B3 E2 .byte 0xE2; 19B4 FF .byte 0xFF; 19B5 00 .byte 0x00; 19B6 E2 .byte 0xE2; 19B7 FF .byte 0xFF; 19B8 D8 .byte 0xD8; 19B9 00 .byte 0x00; 19BA FF .byte 0xFF; 19BB 00 .byte 0x00; 19BC 1E .byte 0x1E; 19BD FF .byte 0xFF; 19BE 28 .byte 0x28; 19BF 00 .byte 0x00; 19C0 01 .byte 0x01; UnknownCrossHair: /* Referenced from where??? */ 19C1 00 .byte 0x00; 19C2 28 .byte 0x28; 19C3 00 .byte 0x00; 19C4 FF .byte 0xFF; 19C5 B0 .byte 0xB0; 19C6 00 .byte 0x00; 19C7 00 .byte 0x00; 19C8 28 .byte 0x28; 19C9 28 .byte 0x28; 19CA FF .byte 0xFF; 19CB 00 .byte 0x00; 19CC B0 .byte 0xB0; 19CD 01 .byte 0x01; LeftWallFar_LeftEye: 19CE 00 .byte 0x00; 19CF A0 .byte 0xA0; 19D0 00 .byte 0x00; 19D1 68 .byte 0x68; 19D2 8A .byte 0x8A; 19D3 00 .byte 0x00; 19D4 FF .byte 0xFF; 19D5 D0 .byte 0xD0; 19D6 36 .byte 0x36; 19D7 00 .byte 0x00; 19D8 FF .byte 0xFF; 19D9 90 .byte 0x90; 19DA 00 .byte 0x00; 19DB 00 .byte 0x00; 19DC FF .byte 0xFF; 19DD D0 .byte 0xD0; 19DE CA .byte 0xCA; 19DF 00 .byte 0x00; 19E0 FF .byte 0xFF; 19E1 00 .byte 0x00; 19E2 B6 .byte 0xB6; 19E3 00 .byte 0x00; 19E4 00 .byte 0x00; 19E5 00 .byte 0x00; 19E6 4A .byte 0x4A; 19E7 00 .byte 0x00; 19E8 FF .byte 0xFF; 19E9 68 .byte 0x68; 19EA 00 .byte 0x00; 19EB 01 .byte 0x01; 19EC FF .byte 0xFF; 19ED 00 .byte 0x00; 19EE B6 .byte 0xB6; 19EF 00 .byte 0x00; 19F0 01 .byte 0x01; LeftWallNear_LeftEye: 19F1 00 .byte 0x00; 19F2 A0 .byte 0xA0; 19F3 00 .byte 0x00; 19F4 68 .byte 0x68; 19F5 8A .byte 0x8A; 19F6 00 .byte 0x00; 19F7 FF .byte 0xFF; 19F8 D0 .byte 0xD0; 19F9 36 .byte 0x36; 19FA 00 .byte 0x00; 19FB FF .byte 0xFF; 19FC 90 .byte 0x90; 19FD 00 .byte 0x00; 19FE 00 .byte 0x00; 19FF FF .byte 0xFF; 1A00 D0 .byte 0xD0; 1A01 CA .byte 0xCA; 1A02 00 .byte 0x00; 1A03 01 .byte 0x01; RightWallFar_RightEye: 1A04 00 .byte 0x00; 1A05 60 .byte 0x60; 1A06 00 .byte 0x00; 1A07 68 .byte 0x68; 1A08 76 .byte 0x76; 1A09 00 .byte 0x00; 1A0A FF .byte 0xFF; 1A0B D0 .byte 0xD0; 1A0C CA .byte 0xCA; 1A0D 00 .byte 0x00; 1A0E FF .byte 0xFF; 1A0F 90 .byte 0x90; 1A10 00 .byte 0x00; 1A11 00 .byte 0x00; 1A12 FF .byte 0xFF; 1A13 D0 .byte 0xD0; 1A14 36 .byte 0x36; 1A15 00 .byte 0x00; 1A16 FF .byte 0xFF; 1A17 00 .byte 0x00; 1A18 4A .byte 0x4A; 1A19 00 .byte 0x00; 1A1A 00 .byte 0x00; 1A1B 00 .byte 0x00; 1A1C B6 .byte 0xB6; 1A1D 00 .byte 0x00; 1A1E FF .byte 0xFF; 1A1F 68 .byte 0x68; 1A20 00 .byte 0x00; 1A21 01 .byte 0x01; 1A22 FF .byte 0xFF; 1A23 00 .byte 0x00; 1A24 4A .byte 0x4A; 1A25 00 .byte 0x00; 1A26 01 .byte 0x01; RightWallNear_RightEye: 1A27 00 .byte 0x00; 1A28 60 .byte 0x60; 1A29 00 .byte 0x00; 1A2A 68 .byte 0x68; 1A2B 76 .byte 0x76; 1A2C 00 .byte 0x00; 1A2D FF .byte 0xFF; 1A2E D0 .byte 0xD0; 1A2F CA .byte 0xCA; 1A30 00 .byte 0x00; 1A31 FF .byte 0xFF; 1A32 90 .byte 0x90; 1A33 00 .byte 0x00; 1A34 00 .byte 0x00; 1A35 FF .byte 0xFF; 1A36 D0 .byte 0xD0; 1A37 36 .byte 0x36; 1A38 00 .byte 0x00; 1A39 01 .byte 0x01; RightWallFar_LeftEye: 1A3A 00 .byte 0x00; 1A3B A0 .byte 0xA0; 1A3C 00 .byte 0x00; 1A3D 34 .byte 0x34; 1A3E 61 .byte 0x61; 1A3F 01 .byte 0x01; 1A40 FF .byte 0xFF; 1A41 D0 .byte 0xD0; 1A42 A6 .byte 0xA6; 1A43 00 .byte 0x00; 1A44 FF .byte 0xFF; 1A45 90 .byte 0x90; 1A46 00 .byte 0x00; 1A47 00 .byte 0x00; 1A48 FF .byte 0xFF; 1A49 D0 .byte 0xD0; 1A4A 5A .byte 0x5A; 1A4B 00 .byte 0x00; 1A4C FF .byte 0xFF; 1A4D 00 .byte 0x00; 1A4E 6A .byte 0x6A; 1A4F 00 .byte 0x00; 1A50 00 .byte 0x00; 1A51 00 .byte 0x00; 1A52 96 .byte 0x96; 1A53 00 .byte 0x00; 1A54 FF .byte 0xFF; 1A55 68 .byte 0x68; 1A56 00 .byte 0x00; 1A57 01 .byte 0x01; 1A58 FF .byte 0xFF; 1A59 00 .byte 0x00; 1A5A 6A .byte 0x6A; 1A5B 00 .byte 0x00; 1A5C 01 .byte 0x01; RightWallNear_LeftEye: 1A5D 00 .byte 0x00; 1A5E A0 .byte 0xA0; 1A5F 00 .byte 0x00; 1A60 34 .byte 0x34; 1A61 61 .byte 0x61; 1A62 01 .byte 0x01; 1A63 FF .byte 0xFF; 1A64 D0 .byte 0xD0; 1A65 A6 .byte 0xA6; 1A66 00 .byte 0x00; 1A67 FF .byte 0xFF; 1A68 90 .byte 0x90; 1A69 00 .byte 0x00; 1A6A 00 .byte 0x00; 1A6B FF .byte 0xFF; 1A6C D0 .byte 0xD0; 1A6D 5A .byte 0x5A; 1A6E 00 .byte 0x00; 1A6F 01 .byte 0x01; LeftWallFar_RightEye: 1A70 00 .byte 0x00; 1A71 60 .byte 0x60; 1A72 00 .byte 0x00; 1A73 34 .byte 0x34; 1A74 9F .byte 0x9F; 1A75 01 .byte 0x01; 1A76 FF .byte 0xFF; 1A77 D0 .byte 0xD0; 1A78 5A .byte 0x5A; 1A79 00 .byte 0x00; 1A7A FF .byte 0xFF; 1A7B 90 .byte 0x90; 1A7C 00 .byte 0x00; 1A7D 00 .byte 0x00; 1A7E FF .byte 0xFF; 1A7F D0 .byte 0xD0; 1A80 A6 .byte 0xA6; 1A81 00 .byte 0x00; 1A82 FF .byte 0xFF; 1A83 00 .byte 0x00; 1A84 96 .byte 0x96; 1A85 00 .byte 0x00; 1A86 00 .byte 0x00; 1A87 00 .byte 0x00; 1A88 6A .byte 0x6A; 1A89 00 .byte 0x00; 1A8A FF .byte 0xFF; 1A8B 68 .byte 0x68; 1A8C 00 .byte 0x00; 1A8D 01 .byte 0x01; 1A8E FF .byte 0xFF; 1A8F 00 .byte 0x00; 1A90 96 .byte 0x96; 1A91 00 .byte 0x00; 1A92 01 .byte 0x01; LeftWallNear_RightEye: 1A93 00 .byte 0x00; 1A94 60 .byte 0x60; 1A95 00 .byte 0x00; 1A96 34 .byte 0x34; 1A97 9F .byte 0x9F; 1A98 01 .byte 0x01; 1A99 FF .byte 0xFF; 1A9A D0 .byte 0xD0; 1A9B 5A .byte 0x5A; 1A9C 00 .byte 0x00; 1A9D FF .byte 0xFF; 1A9E 90 .byte 0x90; 1A9F 00 .byte 0x00; 1AA0 00 .byte 0x00; 1AA1 FF .byte 0xFF; 1AA2 D0 .byte 0xD0; 1AA3 A6 .byte 0xA6; 1AA4 00 .byte 0x00; 1AA5 01 .byte 0x01; 1AA6 00 .byte 0x00; 1AA7 60 .byte 0x60; 1AA8 00 .byte 0x00; 1AA9 B7 .byte 0xB7; 1AAA 3B .byte 0x3B; 1AAB 01 .byte 0x01; 1AAC FF .byte 0xFF; 1AAD 42 .byte 0x42; 1AAE CA .byte 0xCA; 1AAF 00 .byte 0x00; 1AB0 FF .byte 0xFF; 1AB1 00 .byte 0x00; 1AB2 AC .byte 0xAC; 1AB3 01 .byte 0x01; 1AB4 FF .byte 0xFF; 1AB5 BE .byte 0xBE; 1AB6 A6 .byte 0xA6; 1AB7 00 .byte 0x00; 1AB8 FF .byte 0xFF; 1AB9 00 .byte 0x00; 1ABA 4E .byte 0x4E; 1ABB 02 .byte 0x02; 1ABC 01 .byte 0x01; 1ABD 00 .byte 0x00; 1ABE A0 .byte 0xA0; 1ABF 00 .byte 0x00; 1AC0 B7 .byte 0xB7; 1AC1 C5 .byte 0xC5; 1AC2 01 .byte 0x01; 1AC3 FF .byte 0xFF; 1AC4 42 .byte 0x42; 1AC5 36 .byte 0x36; 1AC6 00 .byte 0x00; 1AC7 FF .byte 0xFF; 1AC8 00 .byte 0x00; 1AC9 54 .byte 0x54; 1ACA 01 .byte 0x01; 1ACB FF .byte 0xFF; 1ACC BE .byte 0xBE; 1ACD 5A .byte 0x5A; 1ACE 00 .byte 0x00; 1ACF FF .byte 0xFF; 1AD0 00 .byte 0x00; 1AD1 B2 .byte 0xB2; 1AD2 02 .byte 0x02; 1AD3 01 .byte 0x01; ExplosionVectorTable: 1AD4 1A .word ExplosionPattern_1; 1AD6 1A .word ExplosionPattern_2; 1AD8 1B .word ExplosionPattern_3; 1ADA 1B .word ExplosionPattern_4; ExplosionPattern_1: 1ADC FF .byte 0xFF; 1ADD 3C .byte 0x3C; 1ADE 00 .byte 0x00; 1ADF FF .byte 0xFF; 1AE0 F1 .byte 0xF1; 1AE1 2D .byte 0x2D; 1AE2 FF .byte 0xFF; 1AE3 D3 .byte 0xD3; 1AE4 0F .byte 0x0F; 1AE5 FF .byte 0xFF; 1AE6 D3 .byte 0xD3; 1AE7 F1 .byte 0xF1; 1AE8 FF .byte 0xFF; 1AE9 F1 .byte 0xF1; 1AEA D3 .byte 0xD3; 1AEB FF .byte 0xFF; 1AEC 0F .byte 0x0F; 1AED D3 .byte 0xD3; 1AEE FF .byte 0xFF; 1AEF 2D .byte 0x2D; 1AF0 F1 .byte 0xF1; 1AF1 FF .byte 0xFF; 1AF2 2D .byte 0x2D; 1AF3 0F .byte 0x0F; 1AF4 01 .byte 0x01; ExplosionPattern_2: 1AF5 FF .byte 0xFF; 1AF6 64 .byte 0x64; 1AF7 32 .byte 0x32; 1AF8 FF .byte 0xFF; 1AF9 CE .byte 0xCE; 1AFA 32 .byte 0x32; 1AFB FF .byte 0xFF; 1AFC 9C .byte 0x9C; 1AFD 00 .byte 0x00; 1AFE FF .byte 0xFF; 1AFF CE .byte 0xCE; 1B00 CE .byte 0xCE; 1B01 FF .byte 0xFF; 1B02 00 .byte 0x00; 1B03 9C .byte 0x9C; 1B04 FF .byte 0xFF; 1B05 32 .byte 0x32; 1B06 CE .byte 0xCE; 1B07 FF .byte 0xFF; 1B08 64 .byte 0x64; 1B09 00 .byte 0x00; 1B0A FF .byte 0xFF; 1B0B 32 .byte 0x32; 1B0C 32 .byte 0x32; 1B0D 01 .byte 0x01; ExplosionPattern_3: 1B0E FF .byte 0xFF; 1B0F 78 .byte 0x78; 1B10 00 .byte 0x00; 1B11 FF .byte 0xFF; 1B12 E2 .byte 0xE2; 1B13 5A .byte 0x5A; 1B14 FF .byte 0xFF; 1B15 A6 .byte 0xA6; 1B16 1E .byte 0x1E; 1B17 FF .byte 0xFF; 1B18 A6 .byte 0xA6; 1B19 E2 .byte 0xE2; 1B1A FF .byte 0xFF; 1B1B E2 .byte 0xE2; 1B1C A6 .byte 0xA6; 1B1D FF .byte 0xFF; 1B1E 1E .byte 0x1E; 1B1F A6 .byte 0xA6; 1B20 FF .byte 0xFF; 1B21 5A .byte 0x5A; 1B22 E2 .byte 0xE2; 1B23 FF .byte 0xFF; 1B24 5A .byte 0x5A; 1B25 1E .byte 0x1E; 1B26 01 .byte 0x01; ExplosionPattern_4: 1B27 FF .byte 0xFF; 1B28 50 .byte 0x50; 1B29 28 .byte 0x28; 1B2A FF .byte 0xFF; 1B2B D8 .byte 0xD8; 1B2C 28 .byte 0x28; 1B2D FF .byte 0xFF; 1B2E B0 .byte 0xB0; 1B2F 00 .byte 0x00; 1B30 FF .byte 0xFF; 1B31 D8 .byte 0xD8; 1B32 D8 .byte 0xD8; 1B33 FF .byte 0xFF; 1B34 00 .byte 0x00; 1B35 B0 .byte 0xB0; 1B36 FF .byte 0xFF; 1B37 28 .byte 0x28; 1B38 D8 .byte 0xD8; 1B39 FF .byte 0xFF; 1B3A 50 .byte 0x50; 1B3B 00 .byte 0x00; 1B3C FF .byte 0xFF; 1B3D 28 .byte 0x28; 1B3E 28 .byte 0x28; 1B3F 01 .byte 0x01; WarlordShipBulletVectorTable: 1B40 1B .word WarlordShipBullet_1; 1B42 1B .word WarlordShipBullet_2; 1B44 1B .word WarlordShipBullet_3; 1B46 1B .word WarlordShipBullet_4; WarlordShipBullet_1: 1B48 00 .byte 0x00; 1B49 28 .byte 0x28; 1B4A 00 .byte 0x00; 1B4B FF .byte 0xFF; 1B4C B0 .byte 0xB0; 1B4D 00 .byte 0x00; 1B4E 00 .byte 0x00; 1B4F 28 .byte 0x28; 1B50 28 .byte 0x28; 1B51 FF .byte 0xFF; 1B52 00 .byte 0x00; 1B53 B0 .byte 0xB0; 1B54 01 .byte 0x01; WarlordShipBullet_2: 1B55 00 .byte 0x00; 1B56 3C .byte 0x3C; 1B57 3C .byte 0x3C; 1B58 FF .byte 0xFF; 1B59 88 .byte 0x88; 1B5A 88 .byte 0x88; 1B5B 00 .byte 0x00; 1B5C 00 .byte 0x00; 1B5D 78 .byte 0x78; 1B5E FF .byte 0xFF; 1B5F 78 .byte 0x78; 1B60 88 .byte 0x88; 1B61 01 .byte 0x01; WarlordShipBullet_3: 1B62 00 .byte 0x00; 1B63 3C .byte 0x3C; 1B64 00 .byte 0x00; 1B65 FF .byte 0xFF; 1B66 88 .byte 0x88; 1B67 00 .byte 0x00; 1B68 00 .byte 0x00; 1B69 3C .byte 0x3C; 1B6A 3C .byte 0x3C; 1B6B FF .byte 0xFF; 1B6C 00 .byte 0x00; 1B6D 88 .byte 0x88; 1B6E 01 .byte 0x01; WarlordShipBullet_4: 1B6F 00 .byte 0x00; 1B70 28 .byte 0x28; 1B71 28 .byte 0x28; 1B72 FF .byte 0xFF; 1B73 B0 .byte 0xB0; 1B74 B0 .byte 0xB0; 1B75 00 .byte 0x00; 1B76 00 .byte 0x00; 1B77 50 .byte 0x50; 1B78 FF .byte 0xFF; 1B79 50 .byte 0x50; 1B7A B0 .byte 0xB0; 1B7B 01 .byte 0x01; /* * UpdateWarlordShipFrames() * * This function is responsible for updating the information * within the warlord ship frames (C981, C9A3, C9C5, C9E7, * and CA09). It will update the position of the warlord * ship, recalculating the x and y delta values when the * ship has moved to the edge of its bounding box. It will * also update the intensity and scale, to make the ship * appear to get closer. Afterwards, it will check to see * if any of the player's bullets have hit the warlord ship's * target. If one has, then an explosion is generated, and * then play continues. */ UpdateWarlordShipFrames: 1B7C 8601 lda #0x01; 1B7E 8EC984 ldx #0xC984; /* Get addr of frame's scale */ 1B81 BD06E0 jsr $P06E0; 1B84 8EC981 ldx #0xC981; /* Get frame addr (Warlord target) */ 1B87 A603 lda 3,x; /* If the scale factor is >= 0x50 */ 1B89 8150 cmpa #0x50; /* then force it back to 1. */ 1B8B 2504 blo P1B91; 1B8D 8601 lda #0x01; 1B8F A703 sta 3,x; 1B91 EC00 P1B91: ldd 0,x; /* Load current position */ 1B93 BDF584 jsr $get_absolute_value_of_ab; 1B96 C13F cmpb #0x3F; /* If the x position is now out */ 1B98 230F bls P1BA9; /* bounds ( |x|>0x3F ), then we */ 1B9A F6C87D ldb $C87D; /* need to generate a new x */ 1B9D C407 andb #0x07; /* movement delta. Force the */ 1B9F CA02 orb #0x02; /* movement value to move the */ 1BA1 6D01 tst 1,x; /* ship in the opposite direction. */ 1BA3 2F01 ble P1BA6; 1BA5 50 negb; 1BA6 E78811 P1BA6: stb 0x11,x; /* Set new x movement delta */ 1BA9 813F P1BA9: cmpa #0x3F; /* If the y position is now out */ 1BAB 230F bls P1BBC; /* bounds ( |y|>0x3F ), then we */ 1BAD B6C87E lda $C87E; /* need to generate a new y */ 1BB0 8407 anda #0x07; /* movement delta. Force the */ 1BB2 8A02 ora #0x02; /* movement value to move the */ 1BB4 6D00 tst 0,x; /* ship in the opposite direction. */ 1BB6 2F01 ble P1BB9; 1BB8 40 nega; 1BB9 A78813 P1BB9: sta 0x13,x; /* Set new y movement delta */ 1BBC B6C826 P1BBC: lda $C826; /* Update the position only on */ 1BBF 8401 anda #0x01; /* every other pass. */ 1BC1 270A beq P1BCD; 1BC3 EC00 ldd 0,x; /* Load current position */ 1BC5 AB8813 adda 0x13,x; /* y += y movement delta */ 1BC8 EB8811 addb 0x11,x; /* x += x movement delta */ 1BCB ED00 std 0,x; /* Save new position */ 1BCD A603 P1BCD: lda 3,x; /* Shuffle down the scale factors */ 1BCF A705 sta 5,x; 1BD1 A702 sta 2,x; 1BD3 A603 lda 3,x; /* Calculate intensity=scale+0x40 */ 1BD5 8B40 adda #0x40; /* If rollover, use 0x7F (max) */ 1BD7 2A02 bpl P1BDB; 1BD9 867F lda #0x7F; 1BDB A708 P1BDB: sta 8,x; /* Set new intensity */ 1BDD CEC9A3 ldu #0xC9A3; /* Ptr to other warlord frames */ 1BE0 A647 P1BE0: lda 7,u; /* Sync all warlord ship frames */ 1BE2 102C0052 lbge P1C38; /* with the warlord's main frame */ 1BE6 8EC981 ldx #0xC981; /* Get frame ptr (Warlord target) */ 1BE9 6D881E tst 0x1E,x; /* Check for bullet hit only if */ 1BEC 2633 bne P1C21; /* explosion not already happening. */ 1BEE BD11C8 jsr $CheckForCollisionWithBullets; 1BF1 4D tsta; 1BF2 2601 bne P1BF5; 1BF4 39 rts; /* No bullets hit the target */ 1BF5 B6C89B P1BF5: lda $C89B; /* A bullet hit the target */ 1BF8 8A80 ora #0x80; 1BFA B7C89B sta $C89B; /* Force sound to occur */ 1BFD 8601 lda #0x01; 1BFF B7C8A2 sta $C8A2; /* Set sound characteristics index */ 1C02 63881E com 0x1E,x; /* Tag that explosion is happening */ 1C05 8612 lda #0x12; 1C07 A7881F sta 0x1F,x; /* Set explosion duration timer */ 1C0A CC1AD4 ldd #ExplosionVectorTable; 1C0D ED09 std 9,x; /* Set vector list 1 */ 1C0F ED0B std 11,x; /* Set vector list 2 */ 1C11 CC1C52 ldd #NE_DrawAnimatedDots; 1C14 ED8820 std 0x20,x; /* Set drawing function */ 1C17 7CC8B1 inc $C8B1; /* Increment hit count on warlord */ 1C1A CC0100 ldd #0x0100; /* Award 100 pts to the player */ 1C1D BD050F jsr $CheckForScoreOver20000; 1C20 39 rts; 1C21 6A881F P1C21: dec 0x1F,x; /* Keep displaying explosion, until */ 1C24 2701 beq P1C27; /* duration timer goes to 0. */ 1C26 39 rts; 1C27 6F881E P1C27: clr 0x1E,x; /* Redisplay warlord ship target */ 1C2A CC0175 ldd #DrawAnimatedVectorList_Slow; 1C2D ED8820 std 0x20,x; /* Set drawing function */ 1C30 CC1D5A ldd #WarlordShipTargetVectorTable; 1C33 ED09 std 9,x; /* Set vector list 1 */ 1C35 ED0B std 11,x; /* Set vector list 2 */ 1C37 39 rts; 1C38 A608 P1C38: lda 8,x; /* The following block syncs the */ 1C3A A748 sta 8,u; /* incoming warlord frame info (u) */ 1C3C A603 lda 3,x; /* with that of the warlord ships */ 1C3E A743 sta 3,u; /* target frame (x=C981). This */ 1C40 A605 lda 5,x; /* includes intensities, scale */ 1C42 A745 sta 5,u; /* factors and positions. */ 1C44 EC00 ldd 0,x; 1C46 ED40 std 0,u; 1C48 A602 lda 2,x; 1C4A A742 sta 2,u; 1C4C 33C822 leau 0x22,u; /* Point to next warlord frame */ 1C4F 7E1BE0 jmp $P1BE0; /* Process the next frame */ /* * NE_DrawAnimatedDots() * * Entry: * b = scale factor * x = vector table ptr containing 4 vector list pointers * * This function cycles through a table of vector pointers * (actually, just endpoints, since only dots are drawn), * drawing the indicated collection of dots. The result is * what appears to be a bunch of animated dots being drawn. */ NE_DrawAnimatedDots: 1C52 B6C826 lda $C826; /* Use the system loop counter to */ 1C55 8403 anda #0x03; /* determine which of the 4 dot */ 1C57 48 asla; /* lists to draw. */ 1C58 AE86 ldx a,x; 1C5A BD01BC jsr $NE_DrawDots; 1C5D 39 rts; /* * InitWarlordShipFrames() * * This function fills in the frames used to display the * warlord ship. The frames are used in the following * fashion: * * C981 = warlord ship target area * C9A3 = warlord ship body * C9C5 = warlord ship body * C9E7 = warlord ship top/bottom fins * CA09 = warlord ship side fins * CA2B = end of frame stack */ InitWarlordShipFrames: 1C5E 8EC981 ldx #0xC981; /* Get ptr to warlord target frame */ 1C61 CE1CC0 ldu #WarlordShipFrameInfo; 1C64 ECC1 P1C64: ldd ,u++; /* Process each entry, until 0x00 */ 1C66 2605 bne P1C6D; /* encountered. */ 1C68 86FF lda #0xFF; /* Mark last frame as the end of */ 1C6A A707 sta 7,x; /* the frame stack. */ 1C6C 39 rts; 1C6D ED8820 P1C6D: std 0x20,x; /* Set drawing function */ 1C70 ECC1 ldd ,u++; 1C72 ED0B std 11,x; /* Set vector list 2 */ 1C74 ECC1 ldd ,u++; 1C76 ED09 std 9,x; /* Set vector list 1 */ 1C78 A6C0 lda ,u+; 1C7A A707 sta 7,x; /* Set frame number (i.e. color) */ 1C7C 6F881E clr 0x1E,x; /* Clear explosion flag */ 1C7F 6F881B clr 0x1B,x; /* Flag player in enemy passage */ 1C82 FCC87D ldd $C87D; /* Use the system loop counter to */ 1C85 843F anda #0x3F; /* generate a random (y,x) position */ 1C87 C43F andb #0x3F; /* where each coordinate is in the */ 1C89 7DC87D tst $C87D; /* range of +-0x3F. */ 1C8C 2B01 bmi P1C8F; /* Determine sign of y value */ 1C8E 40 nega; 1C8F 7DC87E P1C8F: tst $C87E; 1C92 2B01 bmi P1C95; /* Determine sign of x value */ 1C94 50 negb; 1C95 ED00 P1C95: std 0,x; /* Set initial (y,x) position */ 1C97 FCC87D ldd $C87D; /* Use the system loop counter to */ 1C9A 8407 anda #0x07; /* generate random x and y movement */ 1C9C 8A02 ora #0x02; /* delta values, in the range of */ 1C9E C407 andb #0x07; /* 2 - 7 */ 1CA0 CA02 orb #0x02; 1CA2 A78811 sta 0x11,x; /* Set x movement delta */ 1CA5 E78813 stb 0x13,x; /* Set y movement delta */ 1CA8 8601 lda #0x01; 1CAA A703 sta 3,x; /* Set scale factor */ 1CAC A705 sta 5,x; /* Set embedded obj's scale factor */ 1CAE A702 sta 2,x; 1CB0 A603 lda 3,x; /* Calculate intensity = scale+0x40 */ 1CB2 8B40 adda #0x40; /* If rollover occurs, then simply */ 1CB4 2A02 bpl P1CB8; /* use 0x7F (max). */ 1CB6 867F lda #0x7F; 1CB8 A708 P1CB8: sta 8,x; /* Set intensity */ 1CBA 308822 leax 0x22,x; /* Get ptr to next frame */ 1CBD 7E1C64 jmp $P1C64; /* Continue processing */ /* * The following is an array having 6 entries. Each * entry (with the exception of the last one, which * merely marks the end of the array) is composed of * the following 7 bytes of information: * * ------------------ * 0 | Drawing | * --- --- * 2 | Function | * ------------------ * 3 | Vector | * --- --- * 4 | List/Table 1 | * ------------------ * 5 | Vector | * --- --- * 6 | List/Table 2 | * ------------------ * 7 | Frame # (color)| * ------------------ */ WarlordShipFrameInfo: 1CC0 01 .word DrawAnimatedVectorList_Slow; 1CC2 1D .word WarlordShipTargetVectorTable; 1CC4 1D .word WarlordShipTargetVectorTable; 1CC6 02 .byte 0x02; 1CC7 01 .word DrawVectorList; 1CC9 1D .word WarlordShipBody; 1CCB 1D .word WarlordShipBody; 1CCD 01 .byte 0x01; 1CCE 01 .word DrawVectorList; 1CD0 1D .word WarlordShipBody; 1CD2 1D .word WarlordShipBody; 1CD4 02 .byte 0x02; 1CD5 01 .word DrawVectorList; 1CD7 1D .word WarlordShipTopBottom; 1CD9 1D .word WarlordShipTopBottom; 1CDB 03 .byte 0x03; 1CDC 01 .word DrawAnimatedVectorList_Slow; 1CDE 1D .word WarlordShipSideFinVectorTable_1; 1CE0 1E .word WarlordShipSideFinVectorTable_2; 1CE2 01 .byte 0x01; 1CE3 00 .word 0x0000; /* * ProcessWarlordShipBullet() * * This function takes care of processing the warlord ship's * single bullet frame. If the bullet is visible, then * it will update its scale and intensity values, so that * the bullet appears to be coming at the player. Once the * bullet reaches the front of the screen, is will stop * being displayed; on a later pass, it will attempt to * fire another bullet. */ ProcessWarlordShipBullet: 1CE5 8610 lda #0x10; /* See if the warship's bullet frame */ 1CE7 B5C966 bita $C966; /* is visible or invisible. */ 1CEA 2724 beq P1D10; 1CEC B6C984 lda $C984; /* Get warship target's scale factor */ 1CEF 8120 cmpa #0x20; 1CF1 2301 bls P1CF4; 1CF3 39 rts; 1CF4 B6C87D P1CF4: lda $C87D; /* Use the system loop counter to */ 1CF7 81E0 cmpa #0xE0; /* control how often to fire a new */ 1CF9 2201 bhi P1CFC; /* warlord ship bullet. */ 1CFB 39 rts; 1CFC 860F P1CFC: lda #0x0F; /* Fire a new warlord ship bullet */ 1CFE B4C966 anda $C966; 1D01 B7C966 sta $C966; /* Retag frame as being visible. */ 1D04 FCC8D7 ldd $C8D7; /* Set warlord's bullet position the */ 1D07 FDC95F std $C95F; /* same as the player's ship. */ 1D0A B6C984 lda $C984; /* Start with same scale factor as */ 1D0D B7C962 sta $C962; /* the warlord's target area. */ 1D10 8EC962 P1D10: ldx #0xC962; /* Point to bullet's scale factor. */ 1D13 861C lda #0x1C; 1D15 BD06E0 jsr $P06E0; 1D18 8EC95F ldx #0xC95F; /* Point to warlord's bullet frame. */ 1D1B A603 lda 3,x; /* Get the scale factor. */ 1D1D 8170 cmpa #0x70; /* Once the scale factor is > 0x70, */ 1D1F 2307 bls P1D28; /* then the bullet has reached the */ 1D21 8610 lda #0x10; /* front of the screen, so tag it */ 1D23 AA07 ora 7,x; /* as no longer visible. */ 1D25 A707 sta 7,x; 1D27 39 rts; 1D28 A603 P1D28: lda 3,x; /* Adjust bullets scale & intensity */ 1D2A 44 lsra; /* values, so it appears to grow & */ 1D2B 44 lsra; /* get brighter as it approaches */ 1D2C 44 lsra; /* the front of the screen */ 1D2D A705 sta 5,x; 1D2F A603 lda 3,x; 1D31 C680 ldb #0x80; 1D33 3D mul; 1D34 48 asla; 1D35 A702 sta 2,x; 1D37 A603 lda 3,x; /* Calculate intensity = scale+0x40 */ 1D39 8B40 adda #0x40; /* If rollover occurs, then use */ 1D3B 2A02 bpl P1D3F; /* 0x7F (max). */ 1D3D 867F lda #0x7F; 1D3F A708 P1D3F: sta 8,x; /* Set intensity */ 1D41 39 rts; /* * InitWarlordShipBulletFrame() * * This function initializes the frame (C95F) used to * display the warlord ship's single bullet. */ InitWarlordShipBulletFrame: 1D42 8EC95F ldx #0xC95F; /* Ptr to warlord bullet frame */ 1D45 8612 lda #0x12; 1D47 A707 sta 7,x; /* Frame #=0x12 (green,invisible) */ 1D49 CC1B40 ldd #WarlordShipBulletVectorTable; 1D4C ED09 std 9,x; /* Set vector list 1 */ 1D4E ED0B std 11,x; /* Set vector list 2 */ 1D50 CC0181 ldd #DrawAnimatedVectorList_Fast; 1D53 ED8820 std 0x20,x; /* Set drawing function */ 1D56 6F881E clr 0x1E,x; /* Clear explosion flag */ 1D59 39 rts; WarlordShipTargetVectorTable: 1D5A 1D .word WarlordShipTarget_1; 1D5C 1D .word WarlordShipTarget_2; 1D5E 1D .word WarlordShipTarget_3; 1D60 1D .word WarlordShipTarget_4; WarlordShipTarget_1: 1D62 00 .byte 0x00; 1D63 10 .byte 0x10; 1D64 10 .byte 0x10; 1D65 FF .byte 0xFF; 1D66 00 .byte 0x00; 1D67 E0 .byte 0xE0; 1D68 FF .byte 0xFF; 1D69 E0 .byte 0xE0; 1D6A 00 .byte 0x00; 1D6B FF .byte 0xFF; 1D6C 00 .byte 0x00; 1D6D 20 .byte 0x20; 1D6E FF .byte 0xFF; 1D6F 20 .byte 0x20; 1D70 00 .byte 0x00; 1D71 01 .byte 0x01; WarlordShipTarget_2: 1D72 00 .byte 0x00; 1D73 0C .byte 0x0C; 1D74 0C .byte 0x0C; 1D75 FF .byte 0xFF; 1D76 00 .byte 0x00; 1D77 E8 .byte 0xE8; 1D78 FF .byte 0xFF; 1D79 E8 .byte 0xE8; 1D7A 00 .byte 0x00; 1D7B FF .byte 0xFF; 1D7C 00 .byte 0x00; 1D7D 18 .byte 0x18; 1D7E FF .byte 0xFF; 1D7F 18 .byte 0x18; 1D80 00 .byte 0x00; 1D81 01 .byte 0x01; WarlordShipTarget_3: 1D82 00 .byte 0x00; 1D83 08 .byte 0x08; 1D84 08 .byte 0x08; 1D85 FF .byte 0xFF; 1D86 00 .byte 0x00; 1D87 F0 .byte 0xF0; 1D88 FF .byte 0xFF; 1D89 F0 .byte 0xF0; 1D8A 00 .byte 0x00; 1D8B FF .byte 0xFF; 1D8C 00 .byte 0x00; 1D8D 10 .byte 0x10; 1D8E FF .byte 0xFF; 1D8F 10 .byte 0x10; 1D90 00 .byte 0x00; 1D91 01 .byte 0x01; WarlordShipTarget_4: 1D92 00 .byte 0x00; 1D93 04 .byte 0x04; 1D94 04 .byte 0x04; 1D95 FF .byte 0xFF; 1D96 00 .byte 0x00; 1D97 F8 .byte 0xF8; 1D98 FF .byte 0xFF; 1D99 F8 .byte 0xF8; 1D9A 00 .byte 0x00; 1D9B FF .byte 0xFF; 1D9C 00 .byte 0x00; 1D9D 08 .byte 0x08; 1D9E FF .byte 0xFF; 1D9F 08 .byte 0x08; 1DA0 00 .byte 0x00; 1DA1 01 .byte 0x01; WarlordShipBody: 1DA2 00 .byte 0x00; 1DA3 7F .byte 0x7F; 1DA4 7F .byte 0x7F; 1DA5 FF .byte 0xFF; 1DA6 81 .byte 0x81; 1DA7 40 .byte 0x40; 1DA8 FF .byte 0xFF; 1DA9 81 .byte 0x81; 1DAA C0 .byte 0xC0; 1DAB FF .byte 0xFF; 1DAC 00 .byte 0x00; 1DAD 81 .byte 0x81; 1DAE FF .byte 0xFF; 1DAF 00 .byte 0x00; 1DB0 81 .byte 0x81; 1DB1 FF .byte 0xFF; 1DB2 7F .byte 0x7F; 1DB3 C0 .byte 0xC0; 1DB4 FF .byte 0xFF; 1DB5 7F .byte 0x7F; 1DB6 40 .byte 0x40; 1DB7 FF .byte 0xFF; 1DB8 00 .byte 0x00; 1DB9 7F .byte 0x7F; 1DBA FF .byte 0xFF; 1DBB 00 .byte 0x00; 1DBC 7F .byte 0x7F; 1DBD 01 .byte 0x01; WarlordShipTopBottom: 1DBE 00 .byte 0x00; 1DBF 7F .byte 0x7F; 1DC0 C0 .byte 0xC0; 1DC1 FF .byte 0xFF; 1DC2 00 .byte 0x00; 1DC3 7F .byte 0x7F; 1DC4 FF .byte 0xFF; 1DC5 7F .byte 0x7F; 1DC6 C0 .byte 0xC0; 1DC7 FF .byte 0xFF; 1DC8 81 .byte 0x81; 1DC9 C0 .byte 0xC0; 1DCA 00 .byte 0x00; 1DCB 80 .byte 0x80; 1DCC 00 .byte 0x00; 1DCD 00 .byte 0x00; 1DCE 80 .byte 0x80; 1DCF 00 .byte 0x00; 1DD0 FF .byte 0xFF; 1DD1 00 .byte 0x00; 1DD2 7F .byte 0x7F; 1DD3 FF .byte 0xFF; 1DD4 81 .byte 0x81; 1DD5 C0 .byte 0xC0; 1DD6 FF .byte 0xFF; 1DD7 7F .byte 0x7F; 1DD8 C0 .byte 0xC0; 1DD9 01 .byte 0x01; WarlordShipSideFinVectorTable_1: 1DDA 1D .word WarlordShipSideFins_1; 1DDC 1E .word WarlordShipSideFins_2; 1DDE 1E .word WarlordShipSideFins_3; 1DE0 1E .word WarlordShipSideFins_4; WarlordShipSideFins_1: 1DE2 00 .byte 0x00; 1DE3 00 .byte 0x00; 1DE4 40 .byte 0x40; 1DE5 00 .byte 0x00; 1DE6 00 .byte 0x00; 1DE7 7F .byte 0x7F; 1DE8 FF .byte 0xFF; 1DE9 D0 .byte 0xD0; 1DEA 60 .byte 0x60; 1DEB FF .byte 0xFF; 1DEC 60 .byte 0x60; 1DED 00 .byte 0x00; 1DEE FF .byte 0xFF; 1DEF D0 .byte 0xD0; 1DF0 A0 .byte 0xA0; 1DF1 00 .byte 0x00; 1DF2 00 .byte 0x00; 1DF3 81 .byte 0x81; 1DF4 00 .byte 0x00; 1DF5 00 .byte 0x00; 1DF6 81 .byte 0x81; 1DF7 00 .byte 0x00; 1DF8 00 .byte 0x00; 1DF9 81 .byte 0x81; 1DFA FF .byte 0xFF; 1DFB D0 .byte 0xD0; 1DFC A0 .byte 0xA0; 1DFD FF .byte 0xFF; 1DFE 60 .byte 0x60; 1DFF 00 .byte 0x00; 1E00 FF .byte 0xFF; 1E01 D0 .byte 0xD0; 1E02 60 .byte 0x60; 1E03 01 .byte 0x01; WarlordShipSideFins_2: 1E04 00 .byte 0x00; 1E05 00 .byte 0x00; 1E06 40 .byte 0x40; 1E07 00 .byte 0x00; 1E08 00 .byte 0x00; 1E09 7F .byte 0x7F; 1E0A FF .byte 0xFF; 1E0B DA .byte 0xDA; 1E0C 5A .byte 0x5A; 1E0D FF .byte 0xFF; 1E0E 4C .byte 0x4C; 1E0F 0D .byte 0x0D; 1E10 FF .byte 0xFF; 1E11 DA .byte 0xDA; 1E12 9A .byte 0x9A; 1E13 00 .byte 0x00; 1E14 00 .byte 0x00; 1E15 81 .byte 0x81; 1E16 00 .byte 0x00; 1E17 00 .byte 0x00; 1E18 81 .byte 0x81; 1E19 00 .byte 0x00; 1E1A 00 .byte 0x00; 1E1B 81 .byte 0x81; 1E1C FF .byte 0xFF; 1E1D DA .byte 0xDA; 1E1E 9A .byte 0x9A; 1E1F FF .byte 0xFF; 1E20 4C .byte 0x4C; 1E21 0D .byte 0x0D; 1E22 FF .byte 0xFF; 1E23 DA .byte 0xDA; 1E24 5A .byte 0x5A; 1E25 01 .byte 0x01; WarlordShipSideFins_3: 1E26 00 .byte 0x00; 1E27 00 .byte 0x00; 1E28 40 .byte 0x40; 1E29 00 .byte 0x00; 1E2A 00 .byte 0x00; 1E2B 7F .byte 0x7F; 1E2C FF .byte 0xFF; 1E2D EA .byte 0xEA; 1E2E 54 .byte 0x54; 1E2F FF .byte 0xFF; 1E30 2C .byte 0x2C; 1E31 18 .byte 0x18; 1E32 FF .byte 0xFF; 1E33 EA .byte 0xEA; 1E34 94 .byte 0x94; 1E35 00 .byte 0x00; 1E36 00 .byte 0x00; 1E37 81 .byte 0x81; 1E38 00 .byte 0x00; 1E39 00 .byte 0x00; 1E3A 81 .byte 0x81; 1E3B 00 .byte 0x00; 1E3C 00 .byte 0x00; 1E3D 81 .byte 0x81; 1E3E FF .byte 0xFF; 1E3F EA .byte 0xEA; 1E40 94 .byte 0x94; 1E41 FF .byte 0xFF; 1E42 2C .byte 0x2C; 1E43 18 .byte 0x18; 1E44 FF .byte 0xFF; 1E45 EA .byte 0xEA; 1E46 54 .byte 0x54; 1E47 01 .byte 0x01; WarlordShipSideFins_4: 1E48 00 .byte 0x00; 1E49 00 .byte 0x00; 1E4A 40 .byte 0x40; 1E4B 00 .byte 0x00; 1E4C 00 .byte 0x00; 1E4D 7F .byte 0x7F; 1E4E FF .byte 0xFF; 1E4F FE .byte 0xFE; 1E50 50 .byte 0x50; 1E51 FF .byte 0xFF; 1E52 05 .byte 0x05; 1E53 20 .byte 0x20; 1E54 FF .byte 0xFF; 1E55 FE .byte 0xFE; 1E56 90 .byte 0x90; 1E57 00 .byte 0x00; 1E58 00 .byte 0x00; 1E59 81 .byte 0x81; 1E5A 00 .byte 0x00; 1E5B 00 .byte 0x00; 1E5C 81 .byte 0x81; 1E5D 00 .byte 0x00; 1E5E 00 .byte 0x00; 1E5F 81 .byte 0x81; 1E60 FF .byte 0xFF; 1E61 FE .byte 0xFE; 1E62 90 .byte 0x90; 1E63 FF .byte 0xFF; 1E64 05 .byte 0x05; 1E65 20 .byte 0x20; 1E66 FF .byte 0xFF; 1E67 FE .byte 0xFE; 1E68 50 .byte 0x50; 1E69 01 .byte 0x01; WarlordShipSideFinVectorTable_2: 1E6A 1E .word WarlordShipSideFin_5; 1E6C 1E .word WarlordShipSideFin_6; 1E6E 1E .word WarlordShipSideFin_7; 1E70 1E .word WarlordShipSideFin_8; WarlordShipSideFin_5: 1E72 00 .byte 0x00; 1E73 00 .byte 0x00; 1E74 40 .byte 0x40; 1E75 00 .byte 0x00; 1E76 00 .byte 0x00; 1E77 7F .byte 0x7F; 1E78 FF .byte 0xFF; 1E79 D0 .byte 0xD0; 1E7A 60 .byte 0x60; 1E7B FF .byte 0xFF; 1E7C 60 .byte 0x60; 1E7D 00 .byte 0x00; 1E7E FF .byte 0xFF; 1E7F D0 .byte 0xD0; 1E80 A0 .byte 0xA0; 1E81 00 .byte 0x00; 1E82 00 .byte 0x00; 1E83 81 .byte 0x81; 1E84 00 .byte 0x00; 1E85 00 .byte 0x00; 1E86 81 .byte 0x81; 1E87 00 .byte 0x00; 1E88 00 .byte 0x00; 1E89 81 .byte 0x81; 1E8A FF .byte 0xFF; 1E8B D0 .byte 0xD0; 1E8C A0 .byte 0xA0; 1E8D FF .byte 0xFF; 1E8E 60 .byte 0x60; 1E8F 00 .byte 0x00; 1E90 FF .byte 0xFF; 1E91 D0 .byte 0xD0; 1E92 60 .byte 0x60; 1E93 01 .byte 0x01; WarlordShipSideFin_6: 1E94 00 .byte 0x00; 1E95 00 .byte 0x00; 1E96 40 .byte 0x40; 1E97 00 .byte 0x00; 1E98 00 .byte 0x00; 1E99 7F .byte 0x7F; 1E9A FF .byte 0xFF; 1E9B DA .byte 0xDA; 1E9C 66 .byte 0x66; 1E9D FF .byte 0xFF; 1E9E 4C .byte 0x4C; 1E9F F3 .byte 0xF3; 1EA0 FF .byte 0xFF; 1EA1 DA .byte 0xDA; 1EA2 A6 .byte 0xA6; 1EA3 00 .byte 0x00; 1EA4 00 .byte 0x00; 1EA5 81 .byte 0x81; 1EA6 00 .byte 0x00; 1EA7 00 .byte 0x00; 1EA8 81 .byte 0x81; 1EA9 00 .byte 0x00; 1EAA 00 .byte 0x00; 1EAB 81 .byte 0x81; 1EAC FF .byte 0xFF; 1EAD DA .byte 0xDA; 1EAE A6 .byte 0xA6; 1EAF FF .byte 0xFF; 1EB0 4C .byte 0x4C; 1EB1 F3 .byte 0xF3; 1EB2 FF .byte 0xFF; 1EB3 DA .byte 0xDA; 1EB4 66 .byte 0x66; 1EB5 01 .byte 0x01; WarlordShipSideFin_7: 1EB6 00 .byte 0x00; 1EB7 00 .byte 0x00; 1EB8 40 .byte 0x40; 1EB9 00 .byte 0x00; 1EBA 00 .byte 0x00; 1EBB 7F .byte 0x7F; 1EBC FF .byte 0xFF; 1EBD EA .byte 0xEA; 1EBE 6C .byte 0x6C; 1EBF FF .byte 0xFF; 1EC0 2C .byte 0x2C; 1EC1 E8 .byte 0xE8; 1EC2 FF .byte 0xFF; 1EC3 EA .byte 0xEA; 1EC4 AC .byte 0xAC; 1EC5 00 .byte 0x00; 1EC6 00 .byte 0x00; 1EC7 81 .byte 0x81; 1EC8 00 .byte 0x00; 1EC9 00 .byte 0x00; 1ECA 81 .byte 0x81; 1ECB 00 .byte 0x00; 1ECC 00 .byte 0x00; 1ECD 81 .byte 0x81; 1ECE FF .byte 0xFF; 1ECF EA .byte 0xEA; 1ED0 AC .byte 0xAC; 1ED1 FF .byte 0xFF; 1ED2 2C .byte 0x2C; 1ED3 E8 .byte 0xE8; 1ED4 FF .byte 0xFF; 1ED5 EA .byte 0xEA; 1ED6 6C .byte 0x6C; 1ED7 01 .byte 0x01; WarlordShipSideFin_8: 1ED8 00 .byte 0x00; 1ED9 00 .byte 0x00; 1EDA 40 .byte 0x40; 1EDB 00 .byte 0x00; 1EDC 00 .byte 0x00; 1EDD 7F .byte 0x7F; 1EDE FF .byte 0xFF; 1EDF FE .byte 0xFE; 1EE0 70 .byte 0x70; 1EE1 FF .byte 0xFF; 1EE2 05 .byte 0x05; 1EE3 E0 .byte 0xE0; 1EE4 FF .byte 0xFF; 1EE5 FE .byte 0xFE; 1EE6 B0 .byte 0xB0; 1EE7 00 .byte 0x00; 1EE8 00 .byte 0x00; 1EE9 81 .byte 0x81; 1EEA 00 .byte 0x00; 1EEB 00 .byte 0x00; 1EEC 81 .byte 0x81; 1EED 00 .byte 0x00; 1EEE 00 .byte 0x00; 1EEF 81 .byte 0x81; 1EF0 FF .byte 0xFF; 1EF1 FE .byte 0xFE; 1EF2 B0 .byte 0xB0; 1EF3 FF .byte 0xFF; 1EF4 05 .byte 0x05; 1EF5 E0 .byte 0xE0; 1EF6 FF .byte 0xFF; 1EF7 FE .byte 0xFE; 1EF8 70 .byte 0x70; 1EF9 01 .byte 0x01; /* Open space = 1EFA - 1FFF */ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!news.idt.net!mr.net!newshub.tc.umn.edu!newsfeed.orst.edu!dogbert.supra.com!v-wins-1-100.supra.com!user From: clay@supra.com (Clay Cowgill) Newsgroups: rec.games.vectrex Subject: Re: New game source available Date: Wed, 15 Jan 1997 09:36:19 -0800 Organization: Diamond Multimedia, Communications Division Lines: 19 Message-ID: References: NNTP-Posting-Host: v-wins-1-100.supra.com In article , fred@cv.hp.com (Fred Taft) wrote: > Several years ago, I started disassembling the code for Narrow Escape. [...] >When I get a > moment to clean up my source, I will post that one also, in its incomplete > state. Thanks Fred! Narrow Escape is definately interesting! Thanks for all the work! looking forward to seeing Dark Tower sometime... -Clay Clayton N. Cowgill Engineering Manager _____________________________________________________________________ /\ Diamond Multimedia Systems, Inc. clay@supra.com \/ Communications Division http://www.supra.com/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!feed1.news.erols.com!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!www.nntp.primenet.com!nntp.primenet.com!news.primenet.com!krishna From: Glenn Saunders Newsgroups: rec.games.vectrex Subject: Re: New and Improved Vectrex ][ Date: 15 Jan 1997 14:18:02 -0700 Organization: Primenet (602)416-7000 Lines: 51 Distribution: inet Message-ID: <5bjhia$7pl@nnrp1.news.primenet.com> References: <32defb06.5453063@news.concentric.net> <5bg6vs$qe8@milo.mcs.anl.gov> <5bgqe6$okj@nnrp1.news.primenet.com> <5bh23p$79l@nnrp1.news.primenet.com> <32DD1BC3.1B2C@ix.netcom.com> X-Posted-By: krishna@206.165.5.102 (krishna) The mortal Nicholas Alwin wrote: : But most consider it a failure due to its high cost a mostly bad : software. It only had one game that featured "vectors", and it has : sufficiently high resolution to handle that nicely. Not to me it doesn't. Plus I don't even think it has much in the way of an intensity control on the pixels. It was still pretty jerky, more reminiscent of an Entex pre-gameboy handheld than a Vectrex. : Many also consider the Virtual Boy to be the "Vectrex" of the 90's: a : pretty neat system that got buried by more popular technology, and : passed by by consumers wanting the "next hot item". Both were niche : market items, and niche market items don't sell too well. No, I think the Virtual Boy was a poorly executed in hardware. A vector system would have better suited the 3D, in that it would be smoother. It may not have been a huge hit, but it would have survived. Besides. I don't really think the two are totally analogous as far as the demographic is concerned. : Like the Virtual Boy, the cry would be "What!!! Its not in color!! Its : not 3-D rendered graphics!!" That's a matter of debate. The history of most successful entrepreneurial ventures is that everyone except the visionary thought it would flop. Otherwise someone else would have done it first. I really have a hard time believing that 90% of the arcade games out there today are 3D fighters and driving sims because that's all today's gamers want. I think it's that way because the arcade developers THINK that that's all today's gamers want, and today's gamers have almost resigned themselves into defining the arcade experience solely as 3D fighters and driving sims and have, perhaps, forgotten that there are other genres out there they may enjoy. And aside from that, you can either follow trends, or you can create them. I have a hard time thinking that gamers would ignore or be repulsed by a 10' tall (or larger) laser projected multi-select arcade game in the middle of a sea of virtua fighter and Tekken clones. Old fashioned or not, I think that it would be all the rage for some time for the sheer novety factor. The bigger the display, the more the novelty. I mean, people go to laser shows and don't complain that it isn't raytraced 3D. A laser projection game is like an interactive laser show. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!newsfeeds.sol.net!news-xfer.netaxs.com!cam-news-hub1.bbnplanet.com!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!feed1.news.erols.com!howland.erols.net!newsfeed.internetmci.com!newsfeed.internetmci.com!miwok!bdt.com!nntp.earthlink.net!usenet From: Micheal Polucha Newsgroups: rec.games.vectrex Subject: Auction M&T Crazy prices on classic games! #2 Date: Wed, 15 Jan 1997 13:09:56 -0800 Organization: Earthlink Network, Inc. Lines: 32 Distribution: inet Message-ID: <32DD47A4.78E4@acm.org> Reply-To: mpolucha@acm.org NNTP-Posting-Host: tsb-oc-22.earthlink.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) At these prices I will only let the auction/sell go on until January 31st. I will post updates. All games are sealed in the box and new. Each item will sell as soon as someone bids and I don't recieve another bid in 2-3 days (or even just one day!). If an item isn't being bidded on I will lower the price or remove it! Buyer pays shipping and handling (at these prices the shipping will cost more!). Any questions can be sent to mpolucha@acm.org. I would like to get rid of this stuff pronto so go for the minnimum and if you really want it I'll sell immediately! I will trade if I have a good enough offer. I will only accept payment as money order or cashier's check. 5200 (More to be added soon) Rescue on Fractalus! $6 (7 left) Ballblazer $4 (9 left) Choplifter! $2 (7 left) Vanguard $2 (9 left) Galaxian $1.50(2 left) Missile Command $1.50(2 left) Intellivision (More to be added) AD&D Treasure of Tarmin $1.50 min(opened) Atari 400/800/1200etc.. (None yet but more will be added) Want List: Vectrex system (working) Atari 5200 system (working, two joys, p/s, r/f etc..) Atari 7800 system (working, etc..) anything else really cool :) Handy Capable Ministries http://home.earthlink.net/~mpolucha/hcm + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!hunter.premier.net!www.nntp.primenet.com!nntp.primenet.com!news.fibr.net!news.sprintlink.net!news-fw-6.sprintlink.net!new1.sundial.net!news From: Webmaster Games Newsgroups: rec.games.vectrex Subject: *WTB Vectrex in working or non-working order... Date: Wed, 15 Jan 1997 22:20:21 -0800 Organization: Sundial Internet Services Lines: 9 Distribution: inet Message-ID: <32DDC8A5.3D4B@sundial.net> NNTP-Posting-Host: sundial.sundial.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 2.02 (Win16; I) Looking for a Vectrex unit in usable condition. I am looking for this item personally - not my store. I may even consider buying a damaged/nonfuctional unit for a good price. Thanks! Ty Roden Webmaster Games (352) 483-2440 + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!feed1.news.erols.com!news.idt.net!nntp.farm.idt.net!news From: Jason Barrow Newsgroups: rec.games.vectrex Subject: How much? Date: Thu, 16 Jan 1997 04:40:55 -0500 Organization: IDT Lines: 8 Distribution: inet Message-ID: <32DDF7A7.48B3@mail.idt.net> Reply-To: kodai19@mail.idt.net NNTP-Posting-Host: pmdyn131.vivid.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0Gold (Win95; I) Hi everyone. I'm new to the group and thought I ask a question. I bought a game for my 2600 back in 84 called Benny Boper and to this day I've never met anyone who has ever heard of it. I still play it from time to time but was wondering if anyone knew how much it went for. Also does anyone know how much Raiders of the Lost Ark for the 2600 goes for and has anyone ever beat the blasted thing. I've been playing it for 14 years and I still havent seen the end of it. L8ER ^_^ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!news.sprintlink.net!news-peer.sprintlink.net!news.maxwell.syr.edu!news.emi.com!uunet!in3.uu.net!206.250.118.17!nntp.earthlink.net!usenet From: Micheal Polucha Newsgroups: rec.games.vectrex Subject: Auction M&T 1-15-97 Date: Wed, 15 Jan 1997 20:52:53 -0800 Organization: Earthlink Network, Inc. Lines: 59 Distribution: inet Message-ID: <32DDB425.7E85@acm.org> Reply-To: mpolucha@acm.org NNTP-Posting-Host: cust22.max14.los-angeles.ca.ms.uu.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) Due to high demand for catridges I have decided to auction the rest off only. This does not affect people I recieved messages from as of 8:00pm Wednesday. I have NEW games for auction! Check em out! same rules as before. Each item will be bidded on for 3 days then sold to highest bidder. I will post once per day in newsgroups and hopefully get a web page up (just have to write one) reflecting current bids. For more info contact me at mpolucha@acm.org . Now to the games! All games complete, unopened. 5200: Rescue on Fractalus! $8 min Ballblazer $5 min Choplifter! $4 min Vanguard $4 min Galaxian $3 min (temporarily out) Missile Command $3 min (temporarily out) Kangaroo $2 min Ms. Pac Man $3 min (shrinkwrapped) Pole Position $3 min (shrink) Star Raiders $3 min (shrink) Centipede $3 min (shrink) Dig Dug $3 min Intellivison Football $3 min (shrink) AD&D ToT $3 min (shrink) Bomb Squad $3 min (shrink? - not sure) (temp. out) Space Spartans $3 min (shrink) Atari 400/800/1200 Astrochase $4 min (shrink) Frogger $4 min (shrink) C64 Popeye $4 min (shrink? - not sure) (temp. out) I will consider trades for items I do not have. Want List: 5200 (Offer of 3 Rescue on Fractalus and 3 Choplifter! so far) comes with 2 100% working controllers and everything else. Make better offer please. 7800 (all working, include everything) Vectrex (working, 1 joy and system) Buyer pays shipping and handling. When making bids: $1-5 must bid 50 cents 5-10 must bid $1 10-20 must bid $2 20-40 must bid $3 40-infinity must bid $5 Handy Capable Ministries http://home.earthlink.net/~mpolucha/hcm + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!feed1.news.erols.com!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!mindspring!news9.agis.net!agis!newspeer1.agis.net!agis!news.monmouth.com!news From: pcjohn@monmouth.com (John Dondzila) Newsgroups: rec.games.vectrex Subject: Unpleasant News From PcJohn (Vectrex Developer) Date: Thu, 16 Jan 1997 16:35:59 GMT Organization: Arcade's Are Us Lines: 131 Distribution: inet Message-ID: <5bllgk$9gu@news.monmouth.com> Reply-To: pcjohn@monmouth.com NNTP-Posting-Host: pa-ppp1.monmouth.com X-Newsreader: Forte Free Agent 1.0.82 Well folks, I can't tell you how much I've enjoyed developing new Vectrex games over the past year. But with all things, sooner or later some spoil sport has to come along and throw a wrench into the works. Below is a copy of an E-Mail that I received today, followed by the reply which I just sent out. I can't even put into words how angry I am with this right now, so I'm not going to say anything more on the subject. When I cool down in a few days, I will post some follow up to this and let everyone know what's going on. In the meantime, anyone who would like to reply with their comments would definitely help me on what decisions I will have to make. John Dondzila Separator--------------------------------- >From: pcjohn@crisp.net >Date: Tue, 14 May 1996 20:58:31 GMT >Newsgroups: rec.games.vectrex >Subject: Patriots for Vectrex >PATRIOTS - For The Vectrex Arcade System >---------------------------------------- >After what seemed like an endless wait, I am pleased to announce >that I am now taking orders for Vectrex Patriots. >.... Have you sent copies of your new games to Smith Engineering as per their request? Here is a portion of Jay Smith's letter which gave us the right to "play" (non-commercially) with Vectrexes: ------------ cut here ------------ cut here ------------ cut here ------------ October 27, 1992 Dear Dr. Calhoun: I recently received a copy of your letter of September 14th to Milton Bradley regarding the Vectrex Arcade System. I am proud to say that Smith Engineering is the original developer of the Vectrex system and programmed a number of the original cartridges. The rights to the system have been returned to us after production ceased at the Milton Bradley Company. It is a great pleasure to hear from a group of dedicated Vectrex users. Obviously, it is a great favorite of ours and has a significant place in our Hall of Fame of toy and game products. We are happy to grant you the right to continue your personal hobby of using and enhancing the game system, as long as it is for your personal use and not a commercial enterprise; in fact, we would be anxious to see your improvements. This permission extends to the right to copy and distribute the instruction booklets and service manuals, and to duplicate and/or create game ROM's for your personal use. When the opportunity arises, please send us a ROM sample of your work. At some point in the future I would be happy to discuss the history of Vectrex and some of the stillborn ideas to further enhance the system. At one time we had considered a color version and there were even plans for a handheld version. Unfortunately, neither came to fruition. I look forward to hearing of your progress. Sincerely yours, [signature of Jay Smith] Jay Smith /df cc: Ms. Eileen Mooney Hasbro,Inc., Legal Department ------------ cut here ------------ cut here ------------ cut here ------------ If you have not done so but would consider doing so, I volunteer to continue to be the "gofer" between Vectrex-lovers and Smith Engineering. What's more, I'll even share half the costs of your building carts for them! (In other words, I'm willing to put [some of] my money where my mouth is.) And while I'm at it, I'd even buy one of each of your carts for my son, whose Vectrexen are still stored in my attic, and on whose behalf I contacted Smith Engineering in the first place. (Actually, I considered "playing" with the Vectrex myself but just never found the time. However, I'm retiring in nine days; maybe.... ) --Myron A. Calhoun. # Five boxes preserve our freedoms: soap, ballot, witness, jury, and cartridge # PhD EE; Assoc. Prof.; W0PBV (913) 532-6350 work 532-7353 fax 539-4448 home # NRA Life Member and Certified Instructor (Home Firearm Safety, Rifle, Pistol) *** MY REPLY *** I'm very disturbed by this letter that you sent me. What do you think I am, some kind of giant corporation out to make millions of dollars ? No, I'm not. If you had actually followed all the usenet posts that I have made over the last year, my Vectrex game development has been a hobby to be enjoyed by everyone. I spend several months of my part time work to fully write and debug a Vectrex game. I do not charge money for the games which I write. The $20 I charge for games covers my materials cost, packaging and shipping. Whatever was left went to pay for the various hardware (EPROM emulator, EPROM burner, supplies, etc.) The binary images for the first 2 games (as well as the source code) are freely distributable on the net and readily available to anyone who wants them. If you or Smith Engineering want a copy of any of my games, then feel free to visit my web page below for further instructions. -- John Dondzila ** New E-Mail Address : pcjohn@monmouth.com ** New Web Page : http://www.monmouth.com/~pcjohn/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!enews.sgi.com!news.sgi.com!wetware!wsrcc.com!newsfeed.orst.edu!dogbert.supra.com!v-wins-1-100.supra.com!user From: clay@supra.com (Clay Cowgill) Newsgroups: rec.games.vectrex Subject: Re: Unpleasant News From PcJohn (Vectrex Developer) Date: Thu, 16 Jan 1997 11:08:43 -0800 Organization: Diamond Multimedia, Communications Division Lines: 31 Distribution: inet Message-ID: References: <5bllgk$9gu@news.monmouth.com> NNTP-Posting-Host: v-wins-1-100.supra.com In article <5bllgk$9gu@news.monmouth.com>, pcjohn@monmouth.com wrote: > In the meantime, anyone who would like to reply with their > comments would definitely help me on what decisions I will have to make. I don't think this is particularly sinister... I wouldn't worry about it. Myron isn't a representative of Smith Engineering-- I think he was more likely just bringing to your attention that Smith Engineering had requested copies of any new games produced. I didn't remember the actual release letter, but hey, Smith Engineering was good enough to give us all free license to play with their old code free of charge, so when I finish Moon Lander I think sending them a cart is a fair trade. ;-) From the sound of the letter, I think technically making Vectrex carts for a "commercial" purpose (ie, to sell) is probably in violation of their license grant, but on the other hand I doubt *VERY* seriously that Smith Engineering will a) care, or b) litigate over some ancient home game system. I think it's more likely that they'd just like to see any new game that people made for their old brain-child. -Clay Clayton N. Cowgill Engineering Manager _____________________________________________________________________ /\ Diamond Multimedia Systems, Inc. clay@supra.com \/ Communications Division http://www.supra.com/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!decwrl!enews.sgi.com!arclight.uoregon.edu!feed1.news.erols.com!news.ecn.uoknor.edu!munnari.OZ.AU!bunyip.cc.uq.oz.au!janus.cqu.edu.au!cq-pan.cqu.EDU.AU!waynem1 From: waynem1@cq-pan.cqu.edu.au (Wayne Morellini) Newsgroups: rec.games.vectrex Subject: Re: BIG SCREEN VECTREX! Date: 16 Jan 1997 06:32:25 GMT Organization: Central Queensland Public Access Network (CQ-PAN) Lines: 64 Distribution: inet Message-ID: <5bki1p$rbk@janus.cqu.edu.au> References: <108_9701112115@genesplicer.org> NNTP-Posting-Host: cq-pan.cqu.edu.au X-Newsreader: TIN [version 1.2 PL2] I think I mispost the last message, I have been looking into the below for a number of weeks but don't have the money and am looking at an alternative (when I get one). But It won't work like the Vectrex because it is pixelated. The camera idea is going be difficult because of the synching problems between the two, the amount of resolustion and light levels (I have a camera). Normal colour TV's use a shadowmask, etc which might make the pixelisation on the screen worse, overall a laser would probably do better, or a rear projection TV (with tubes). Either way a lot of hacking as RGB is a pixel oriented signal and the electron drives scan the screen, so you have to go past that mechanism too. I was offered an Old Maddogmacgee Display (Phillips Matchline projection), and this would have been posible (price $2000). Wayne. Joey McDonald (Joey.McDonald@209-254-8.genesplicer.org) wrote: : In a message of 10 Jan 97 Julie Brandon wrote to All: : : >> You are aware of the mini LCD big-screen projectors (such as the : >> Fujix P401 (up to 40") and the P701 (up to 100"). These units : : JB> I'm really confused... : : JB> Surely- : : JB> LCD = dot-matrix system = pixels : : JB> Vectrex = vectors = not pixels : : JB> This isn't just an "apples vs oranges" problem; this is an "apples vs : JB> housebrick" problem isn't? : : I'll tell you where I made my mistake: When I started typing! : I'll tell you why I made a mistake: I'm an IDIOT :) : : Hehe. Actually.... Yes. you are correct and I am wrong : (partially.. see below) : : JB> The *only* way you could do it would be to digitise the vectrex screen : JB> in real-time, or use a video camera focused on the vectrex, to get a : JB> suitable signal for the LCD display? You *couldn't* do it by hacking : JB> the hardware - you'd have to rewrite all the vectrex software (the : JB> games mainly) as well! : : Yes.. I did mention the "video camera" trick :) That's where I was : RIGHT :) : : Now.. the reason I mentioned "hacking the hardware".. is: I thought : that someone in the group had come up with a way to hack a standard : big screen t.v. to display a vectrex (something involving the seperate : R.ed G.reen B.lue signal??)... If I'm incorrect and nobody ever came : up with such a sollution.. then I apologize for my mistake. If : They DID come up with such a sollution.. I beleive one of the LCD : projectors has an RGB input.. and could possibly be used in that : way. : : I have NO IDEA what I'm talking about... just trying to pass : information along to somebody who might :) : : Joey McDonald -- + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!decwrl!enews.sgi.com!arclight.uoregon.edu!feed1.news.erols.com!news.ecn.uoknor.edu!munnari.OZ.AU!bunyip.cc.uq.oz.au!janus.cqu.edu.au!cq-pan.cqu.EDU.AU!waynem1 From: waynem1@cq-pan.cqu.edu.au (Wayne Morellini) Newsgroups: rec.games.vectrex Subject: Re: BIG SCREEN VECTREX! Date: 16 Jan 1997 06:38:33 GMT Organization: Central Queensland Public Access Network (CQ-PAN) Lines: 45 Distribution: inet Message-ID: <5bkid9$rbk@janus.cqu.edu.au> References: <65a_9701072103@genesplicer.org> <32fb1b64.41421340@news.demon.co.uk> <5b7cef$32d@nnrp1.news.primenet.com> NNTP-Posting-Host: cq-pan.cqu.edu.au X-Newsreader: TIN [version 1.2 PL2] Nick S Bensema (nickb@primenet.com) wrote: : In article <32fb1b64.41421340@news.demon.co.uk>, : Julie Brandon wrote: : >On 07 Jan 97 07:56:38 , Joey.McDonald@209-254-8.genesplicer.org (Joey : >McDonald) wrote: : > : >>You are aware of the mini LCD big-screen projectors (such as the : >>Fujix P401 (up to 40") and the P701 (up to 100"). These units : >>are about as big as a camcorder and can project a bright, crisp : >>BIG SCREEN image on any white surface. : > : >I'm really confused... : Especially since the cost is still prohibitive (multi-thousand) even : if it does work. I don't know any cheap big-screen projectors, else : I'd own one. : >The *only* way you could do it would be to digitise the vectrex screen : >in real-time, or use a video camera focused on the vectrex, to get a : >suitable signal for the LCD display? You *couldn't* do it by hacking : >the hardware - you'd have to rewrite all the vectrex software (the : >games mainly) as well! : Or design a video chip that accepts deflection signals as input and : a raster signal as output. : It would be possible, but it would also take an electronics design : genius. I am working on two of the above problems, if anybody is interested in releasing a vectrex style video game on the market please contact me. Wayne. waynem1@cq-pan.cqu.edu.au Account closing soon. : -- : N i c k B e n s e m a < n i c k b @ p r i m e n e t . c o m > : ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ : 98-KUPD Red Card Holder #710563 WedSpc License #71.0563 -- + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!news.bbnplanet.com!su-news-hub1.bbnplanet.com!su-news-feed4.bbnplanet.com!sonysjc!sonybc!newsjunkie.ans.net!newsfeeds.ans.net!interaccess!usenet From: Other Newsgroups: rec.games.vectrex Subject: Joystick wanted (multicart too) Date: Wed, 15 Jan 1997 23:50:08 -0600 Organization: InterAccess, Chicago's best Internet Service Provider Lines: 8 Distribution: inet Message-ID: <32DDC190.2197@interaccess.com> NNTP-Posting-Host: d61.nnb.interaccess.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 2.02 (Macintosh; I; PPC) Have a Vectrex (yay!), but want a second joystick. Please e-email me your price for one. It need not be native, but must work. Also looking for a multicart, but joy stick has priority. Hector + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!hunter.premier.net!netaxs.com!usenet From: Stephen Platt Newsgroups: rec.games.vectrex Subject: Re: Unpleasant News From PcJohn (Vectrex Developer) Date: Thu, 16 Jan 1997 12:27:09 -0500 Organization: NSTL Lines: 170 Distribution: inet Message-ID: <32DE64ED.4904@nstl.com> References: <5bllgk$9gu@news.monmouth.com> Reply-To: steve@nstl.com NNTP-Posting-Host: 207.8.233.181 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0 (WinNT; I) To: pcjohn@monmouth.com John, I'm almost surprised you honored Dr. Calhoun with a response. It is clear from Jay Smith's letter that he's happy to give rights to "copy and distribute the instruction booklets and service manuals, and to duplicate and/or create game ROM's...", referring to online copies of their copyrighted material. a) The references to the letter are for noncommercial productions. Keep in mind, that as long as you aren't keeping business records, filing corporate income returns, etc., the IRS classifies your money-making or losing- venture as a hobby. b) Since the game ROMs are copyrighted and *not* patented, (and any potentially patented algorithms are contained within the console and not game ROMs *you* design,) the text quoted above clearly refers to the duplication of Vectrex-supplied material. ROM samples they request would refer to ROMs containing copies of their games, e.g., multicartridges. Since, unless you are lifting large blocks of code from their ROMs, you wouldn't be violating copyrights, I don't believe the letter applies to you. As to what Dr. Calhoun's motives are in offering to fund your development efforts in exchange for mediating with Jay Smith, I'd suggest starting by sending him a bill for half of your development costs, time, and so on... Hang in there, I think you'll find you have near-universal support of the group. Keep in mind, they haven't gone after Fred Taft for reverse engineering/thief of trade secrets, have they? Steve John Dondzila wrote: > > Well folks, I can't tell you how much I've enjoyed developing > new Vectrex games over the past year. > > But with all things, sooner or later some spoil sport has to come > along and throw a wrench into the works. > > Below is a copy of an E-Mail that I received today, followed > by the reply which I just sent out. > > I can't even put into words how angry I am with this right now, so > I'm not going to say anything more on the subject. When I cool down > in a few days, I will post some follow up to this and let everyone know > what's going on. > > In the meantime, anyone who would like to reply with their > comments would definitely help me on what decisions I will have to make. > > John Dondzila > > Separator--------------------------------- > > >From: pcjohn@crisp.net > >Date: Tue, 14 May 1996 20:58:31 GMT > >Newsgroups: rec.games.vectrex > >Subject: Patriots for Vectrex > > >PATRIOTS - For The Vectrex Arcade System > >---------------------------------------- > > >After what seemed like an endless wait, I am pleased to announce > >that I am now taking orders for Vectrex Patriots. > >.... > > Have you sent copies of your new games to Smith Engineering as per their > request? Here is a portion of Jay Smith's letter which gave us the right > to "play" (non-commercially) with Vectrexes: > > ------------ cut here ------------ cut here ------------ cut here > ------------ > October 27, 1992 > Dear Dr. Calhoun: > > I recently received a copy of your letter of September 14th to Milton > Bradley regarding the Vectrex Arcade System. I am proud to say that > Smith Engineering is the original developer of the Vectrex system and > programmed a number of the original cartridges. The rights to the > system have been returned to us after production ceased at the Milton > Bradley Company. > > It is a great pleasure to hear from a group of dedicated Vectrex users. > Obviously, it is a great favorite of ours and has a significant place in > our Hall of Fame of toy and game products. We are happy to grant you > the right to continue your personal hobby of using and enhancing the > game system, as long as it is for your personal use and not a commercial > enterprise; in fact, we would be anxious to see your improvements. This > permission extends to the right to copy and distribute the instruction > booklets and service manuals, and to duplicate and/or create game ROM's > for your personal use. When the opportunity arises, please send us a > ROM sample of your work. > > At some point in the future I would be happy to discuss the history of > Vectrex and some of the stillborn ideas to further enhance the system. > At one time we had considered a color version and there were even plans > for a handheld version. Unfortunately, neither came to fruition. > > I look forward to hearing of your progress. > > Sincerely yours, > > [signature of Jay Smith] > > Jay Smith > > /df > cc: Ms. Eileen Mooney > Hasbro,Inc., Legal Department > ------------ cut here ------------ cut here ------------ cut here > ------------ > > If you have not done so but would consider doing so, I volunteer to > continue to be the "gofer" between Vectrex-lovers and Smith Engineering. > What's more, I'll even share half the costs of your building carts for them! > (In other words, I'm willing to put [some of] my money where my mouth is.) > > And while I'm at it, I'd even buy one of each of your carts for my son, > whose Vectrexen are still stored in my attic, and on whose behalf I > contacted Smith Engineering in the first place. (Actually, I considered > "playing" with the Vectrex myself but just never found the time. However, > I'm retiring in nine days; maybe.... ) > > --Myron A. Calhoun. > # Five boxes preserve our freedoms: soap, ballot, witness, jury, and > cartridge > # PhD EE; Assoc. Prof.; W0PBV (913) 532-6350 work 532-7353 fax 539-4448 > home > # NRA Life Member and Certified Instructor (Home Firearm Safety, Rifle, > Pistol) > > *** MY REPLY *** > > I'm very disturbed by this letter that you sent me. > > What do you think I am, some kind of giant corporation > out to make millions of dollars ? > > No, I'm not. If you had actually followed all the usenet > posts that I have made over the last year, my Vectrex game development > has been a hobby to be enjoyed by everyone. > > I spend several months of my part time work to fully write and > debug a Vectrex game. > > I do not charge money for the games which I write. The $20 > I charge for games covers my materials cost, packaging and shipping. > Whatever was left went to pay for the various hardware (EPROM emulator, > EPROM burner, supplies, etc.) > > The binary images for the first 2 games (as well as the source code) are > freely distributable on the net and readily available to anyone who wants > them. > > If you or Smith Engineering want a copy of any of my games, then feel free > to visit my web page below for further instructions. > > -- > > John Dondzila > ** New E-Mail Address : pcjohn@monmouth.com > ** New Web Page : http://www.monmouth.com/~pcjohn/ -- ---------------------------------------- Stephen M. Platt, Ph. D. Research and Development National Software Testing Laboratories A Division of the McGraw-Hill Companies + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!news.sprintlink.net!news-peer.sprintlink.net!howland.erols.net!newsfeed.internetmci.com!nol.net!not-for-mail From: terutt@nol.net (Terry Rutt) Newsgroups: rec.games.vectrex Subject: Re: Unpleasant News From PcJohn (Vectrex Developer) Date: Fri, 17 Jan 1997 01:41:09 GMT Organization: Networks On-Line Lines: 33 Message-ID: <32ded6b0.4934280@news.nol.net> References: <5bllgk$9gu@news.monmouth.com> Reply-To: terutt@nol.net NNTP-Posting-Host: ip44-200.nol.net X-Newsreader: Forte Free Agent 1.1/32.230 On Thu, 16 Jan 1997 11:08:43 -0800, clay@supra.com (Clay Cowgill) wrote: >In article <5bllgk$9gu@news.monmouth.com>, pcjohn@monmouth.com wrote: > >> In the meantime, anyone who would like to reply with their >> comments would definitely help me on what decisions I will have to make. > >I don't think this is particularly sinister... I wouldn't worry about it. I tend to agree...I don't think that what they are trying to do is to prevent you from writing new games...and if that is what they are trying to do, good luck! I surmise the only legal rememdy they might have is against someone who was making copies of exisitng games and distributing them (are you listening, SK?). That is, essentially pirating their "property". It would kind of be like Sony saying that nobody can make videotapes for their tape player. Before anyone sez "yeah...but they control who makes games for Playstation" that is a little different, if I understand it correctly: What you have to pay the license fee for is the proprietary mechanism that "unlocks" the system....read "Game Over" for the whole history on the Nintendo/Tengen tussel on this subject. Tengen/Atari only got burned because their reverse Engineering wasn't up to snuff. . People eventually figured that how to do it though, and there ain't jack anybody can do about it. As far as making new games for someone else's system.... I think it was covered 15 years ago by a company called Activision. That being said....where's my copy of "All Good Things".?..... + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!newshub.csu.net!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!newsfeeds.sol.net!newspump.sol.net!posts.execpc.com!lisp.execpc.com!user From: slapdash@execpc.com (Russ Perry Jr) Newsgroups: rec.games.vectrex Subject: Re: Unpleasant News From PcJohn (Vectrex Developer) Date: Thu, 16 Jan 1997 23:20:40 -0600 Organization: Russ Studios Lines: 73 Distribution: inet Message-ID: References: <5bllgk$9gu@news.monmouth.com> <32DE64ED.4904@nstl.com> NNTP-Posting-Host: lisp.execpc.com X-Newsreader: Yet Another NewsWatcher 2.1.7 steve@nstl.com wrote: > John Dondzila wrote: > > Below is a copy of an E-Mail that I received today, followed > > by the reply which I just sent out. > > In the meantime, anyone who would like to reply with their > > comments would definitely help me on what decisions I will have to make. [letter from Smith Engineering to Dr Calhoun] >>>We are happy to grant you the right to continue your personal hobby of using >>>and enhancing the game system, as long as it is for your personal use and not >>>a commercial enterprise; in fact, we would be anxious to see your >>>improvements. This permission extends to the right to copy and distribute >>>the instruction booklets and service manuals, and to duplicate and/or create >>>game ROM's for your personal use. > > I do not charge money for the games which I write. The $20 > > I charge for games covers my materials cost, packaging and shipping. > > Whatever was left went to pay for the various hardware (EPROM emulator, > > EPROM burner, supplies, etc.) > It is clear from Jay Smith's letter that he's happy to give > rights to "copy and distribute the instruction booklets and > service manuals, and to duplicate and/or create game ROM's...", > referring to online copies of their copyrighted material. > a) The references to the letter are for noncommercial > productions. Keep in mind, that as long as you aren't keeping > business records, filing corporate income returns, etc., the > IRS classifies your money-making or losing- venture as a > hobby. The fact that you don't make a profit alone makes it a non-commercial enterprise, and therefore does not violate Smith's intentions. Smith might like to SEE what you've done, but you are under no obligation to show them. > b) Since the game ROMs are copyrighted and *not* patented, > the text quoted above clearly refers to the duplication of Vectrex-supplied > material. ROM samples they request would refer to ROMs containing > copies of their games, e.g., multicartridges. My guess too, though it may just mean they are curious to see what others are doing now. terutt@nol.net wrote: > clay@supra.com (Clay Cowgill) wrote: >> pcjohn@monmouth.com wrote: > >> In the meantime, anyone who would like to reply with their > >> comments would definitely help me on what decisions I will have to make. > >I don't think this is particularly sinister... I wouldn't worry about it. > I tend to agree...I don't think that what they are trying to do is to > prevent you from writing new games... > As far as making new games for someone else's system.... I think it > was covered 15 years ago by a company called Activision. Absolutely. Legal precedent is there to assure you can make new games. In fact, legal precedent would seem to say that you could even go ahead and make a profit as long as you don't violate their copyrights (don't copy their code) or patents (don't copy their hardware). New games wouldn't do either. My personal feeling here is you might want to talk to Smith Engineering anyway, as they seem generally curious about what people are doing with the Vectrex, but you have no obligation too. //*================================================================++ || Russ Perry Jr 1750 Lombard Ave #7 Oshkosh WI 54901-4135 || || 414-232-8246 slapdash@execpc.com VIDEOGAME COLLECTOR! || ++================================================================*// + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!news.sprintlink.net!news-peer.sprintlink.net!uunet!in3.uu.net!204.245.3.50!news.primenet.com!krishna From: Glenn Saunders Newsgroups: rec.games.vectrex Subject: Re: BIG SCREEN VECTREX! Date: 16 Jan 1997 23:15:24 -0700 Organization: Primenet (602)416-7000 Lines: 9 Message-ID: <5bn5ds$bes@nnrp1.news.primenet.com> References: <65a_9701072103@genesplicer.org> <32fb1b64.41421340@news.demon.co.uk> X-Posted-By: krishna@206.165.5.106 (krishna) I've since got fairly good word from someone I was planning on building a laser prototype that it's just not going to work--right now at least. Lasers aren't fast or accurate enough, and projection TVs aren't bright enough (or too bright, burning the phosphors). We're just going to have to wait for faster laser deflectors. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!news.bbnplanet.com!su-news-hub1.bbnplanet.com!newsxfer3.itd.umich.edu!portc01.blue.aol.com!audrey01.news.aol.com!not-for-mail From: teevtee@aol.com (TEEVTEE) Newsgroups: rec.games.vectrex Subject: Re: Unpleasant News From PcJohn (Vectrex Developer) Date: 17 Jan 1997 06:48:31 GMT Organization: AOL http://www.aol.com Lines: 10 Distribution: inet Message-ID: <19970117064800.BAA00635@ladder01.news.aol.com> References: NNTP-Posting-Host: ladder01.news.aol.com X-Admin: news@aol.com I couldn't agree with all the previous posters more. First of all I don't believe the letter sent to you was in any way threatening or "sinister". Secondly, you clearly have every leagle right to do as you please, you are certainly not making enough money from this venture to classify you as a commercial entity. Thirdly, The absolute and total worse thing that could possibly ever happen is that a letter is written to you by Smith's attorny asking you to cease your production. I mean you really have NOTHING to worry about. Perhaps it would be a nice gesture to send a copy of your games on to them, that is certainly fair, but again, you are in the clear. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!feed1.news.erols.com!news.idt.net!cdc2.cdc.net!news.texas.net!uunet!in2.uu.net!204.245.3.50!news.primenet.com!krishna From: Glenn Saunders Newsgroups: rec.games.vectrex Subject: Re: Unpleasant News From PcJohn (Vectrex Developer) Date: 16 Jan 1997 11:59:01 -0700 Organization: Primenet (602)416-7000 Lines: 22 Distribution: inet Message-ID: <5bltpl$5uj@nnrp1.news.primenet.com> References: <5bllgk$9gu@news.monmouth.com> X-Posted-By: krishna@206.165.5.102 (krishna) The mortal John Dondzila wrote: : But with all things, sooner or later some spoil sport has to come : along and throw a wrench into the works. I still don't get it. What made you angry? : And while I'm at it, I'd even buy one of each of your carts for my son, : whose Vectrexen are still stored in my attic, and on whose behalf I : contacted Smith Engineering in the first place. (Actually, I considered : "playing" with the Vectrex myself but just never found the time. However, : I'm retiring in nine days; maybe.... ) Aside from being an NRA member, what about this guy pissed you off? : No, I'm not. If you had actually followed all the usenet : posts that I have made over the last year, my Vectrex game development : has been a hobby to be enjoyed by everyone. So the guy is clueless. Why get riled up about it? He WAS offering to help. Is flaming him really the correct response? + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!newsgate.nytimes.com!uunet!in1.uu.net!204.245.3.50!news.primenet.com!krishna From: Glenn Saunders Newsgroups: rec.games.vectrex Subject: Re: BIG SCREEN VECTREX! Date: 16 Jan 1997 12:05:04 -0700 Organization: Primenet (602)416-7000 Lines: 7 Distribution: inet Message-ID: <5blu50$6e3@nnrp1.news.primenet.com> References: <65a_9701072103@genesplicer.org> <32fb1b64.41421340@news.demon.co.uk> <5b7cef$32d@nnrp1.news.primenet.com> <5bkid9$rbk@janus.cqu.edu.au> X-Posted-By: krishna@206.165.5.102 (krishna) One more thing. The difference between a raster TV and a vector TV tube is mostly in the electronics at the end of it, and not the tube itself. Theoretically a projection TV might be able to be modified to scan against a wall the same way some conventional tubes can be converted to X/Y. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!news.sprintlink.net!news-peer.sprintlink.net!cs.utexas.edu!geraldo.cc.utexas.edu!ausnews.austin.ibm.com!uunet!in1.uu.net!204.245.3.50!news.primenet.com!krishna From: Glenn Saunders Newsgroups: rec.games.vectrex Subject: Re: BIG SCREEN VECTREX! Date: 16 Jan 1997 12:01:05 -0700 Organization: Primenet (602)416-7000 Lines: 7 Distribution: inet Message-ID: <5bltth$646@nnrp1.news.primenet.com> References: <108_9701112115@genesplicer.org> <5bki1p$rbk@janus.cqu.edu.au> X-Posted-By: krishna@206.165.5.102 (krishna) The mortal Wayne Morellini wrote: : past that mechanism too. I was offered an Old Maddogmacgee Display : (Phillips Matchline projection), and this would have been posible (price : $2000). Red laser projectors cost about the same; that would be better. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!feed1.news.erols.com!news-xfer.netaxs.com!cs.utexas.edu!news.tamu.edu!news.utdallas.edu!newnews.metronet.com!rik From: rik@metronet.com (RiK) Newsgroups: rec.games.vectrex Subject: Re: Unpleasant News From PcJohn (Vectrex Developer) Date: 17 Jan 1997 04:03:20 GMT Organization: Texas Metronet, Inc (login info (214/488-2590 - 817/571-0400)) Lines: 29 Distribution: inet Message-ID: <5bmtm8$cb1@newnews.metronet.com> References: <5bllgk$9gu@news.monmouth.com> NNTP-Posting-Host: fohnix2.metronet.com X-Newsreader: TIN [version 1.2 PL2] Just a first impression of the whole letter, but I think you may have misunderstand his intentions. He doesn't seemto be accusing you of wrongfully making profits off your games, but just pointing out that Smith Engineering has (politely) requested copies of any new games/software for the Vectrex. Kind of like if someone asked you if they could include your games on a CDROM, and your response could be 'Sure, if I can have a free copy of the CD.' It's a pretty common request, and it probably hasn't been brought up yet in this group becuase you are the first to actually make full, playable games (even available as cartridges). He even offered to pay half of the cost of the games that would be sent to Smith (and then mentioned buying additional copies for himself/son). It sounds more like a 'Smith would love to see these games, can you donate one?' than a 'Fork one over now, or we sue.' type thing. (After all, he did say 'if you would consider doing so') Can Smith even make us not make our own games? I was under the impression that the profit thing was regarding _their_ hardware and software, not stuff we right on our own. (And just that they would like to see what we come up with as fans. Personally, if I could write games of commercial quality (like yours), I'd love to show them off to the creators of the system. I think it's kind of cool that we can still _find_ them. :) Rik + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!su-news-hub1.bbnplanet.com!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!mindspring!uunet!in3.uu.net!206.250.118.17!nntp.earthlink.net!usenet From: Micheal Polucha Newsgroups: rec.games.vectrex Subject: Re: How much? Date: Fri, 17 Jan 1997 02:10:59 -0800 Organization: Earthlink Network, Inc. Lines: 22 Distribution: inet Message-ID: <32DF5033.23C@acm.org> References: <32DDF7A7.48B3@mail.idt.net> Reply-To: mpolucha@acm.org NNTP-Posting-Host: max1-gg-ca-19.earthlink.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) Jason Barrow wrote: > > Hi everyone. I'm new to the group and thought I ask a question. > I bought a game for my 2600 back in 84 called Benny Boper and to this > day I've never met anyone who has ever heard of it. I still play it > from time to time but was wondering if anyone knew how much it went for. Did it come in a box or with manaul? Does it have copywrite or any information marking who made it? If not you might have a prototype no-one has heard of or perhaps it's a game someone programmed and just transfered it to a rom chip. > > Also does anyone know how much Raiders of the Lost Ark for the 2600 > goes for and has anyone ever beat the blasted thing. I've been playing > it for 14 years and I still havent seen the end of it. L8ER ^_^ My uncle used to have that game...I never could beat it either...been years since I played though. Also Raiders of the Lost Ark is a common game...couple of bucks is what you can expect to pay for it. -Tim Polucha Handy Capable Ministries http://home.earthlink.net/~mpolucha/hcm + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!news.sprintlink.net!news-peer.sprintlink.net!uunet!in3.uu.net!205.164.220.8!news.monmouth.com!news From: pcjohn@monmouth.com (John Dondzila) Newsgroups: rec.games.vectrex Subject: Re: Unpleasant News From PcJohn (Vectrex Developer) Date: Fri, 17 Jan 1997 14:10:53 GMT Organization: Arcade's Are Us Lines: 27 Distribution: inet Message-ID: <5bo1cp$qp3@news.monmouth.com> References: <5bllgk$9gu@news.monmouth.com> <5bltpl$5uj@nnrp1.news.primenet.com> Reply-To: pcjohn@monmouth.com NNTP-Posting-Host: pa-ppp9.monmouth.com X-Newsreader: Forte Free Agent 1.0.82 >I still don't get it. What made you angry? Just the whole fact that someone who doesn't even have anything to do with this company has decided that it is his "duty" to inform me of this. The impression I still get is that he -originally- thought I'm producing hundreds or thousands of these carts (look at the part where he generously offers to help pay for building carts). >Aside from being an NRA member, what about this guy pissed you off? Hah Hah Hah Hah Hah Hah ... ! >So the guy is clueless. Why get riled up about it? He WAS offering to >help. Is flaming him really the correct response? I don't think I'm flaming him. Flaming him would be more like "Look at what some jerk sent me ! Everybody please send hate mail to this guy !!!!". His letter can be interpreted in several different ways. I wanted some outside opinions and I definitely appreciate all the responses that I have received. John Dondzila + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!uunet!in2.uu.net!207.126.101.73!usenet73.supernews.com!news.good.net!news.good.net!news.cyberport.com!usenet From: cmoore@cyberport.com (cm) Newsgroups: rec.games.vectrex Subject: Re: Unpleasant News From PcJohn (Vectrex Developer) Date: 17 Jan 1997 13:14:07 GMT Organization: CyberPort Station Lines: 40 Distribution: inet Message-ID: <5bntuv$nkc@macaw.cyberport.com> References: <5bllgk$9gu@news.monmouth.com> <5bmtm8$cb1@newnews.metronet.com> NNTP-Posting-Host: pm141-75.cyberport.com Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Newsreader: WinVN 0.99.6 Could someone post the original letter this refers to ? In article <5bmtm8$cb1@newnews.metronet.com>, rik@metronet.com says... > Just a first impression of the whole letter, but I think you may have misunderstand his intentions. He doesn't seemto be accusing you of wrongfully making profits off your games, but just pointing out that Smith Engineering has (politely) requested copies of any new games/software for the Vectrex. Kind of like if someone asked you if they could include your games on a CDROM, and your response could be 'Sure, if I can have a free copy of the CD.' It's a pretty common request, and it probably hasn't been brought up yet in this group becuase you are the first to actually make full, playable games (even available as cartridges). He even offered to pay half of the cost of the games that would be sent to Smith (and then mentioned buying additional copies for himself/son). > It sounds more like a 'Smith would love to see these games, can you donate one?' than a 'Fork one over now, or we sue.' type thing. (After all, he did say 'if you would consider doing so') Can Smith even make us not make our own games? I was under the impression that the profit thing was regarding _their_ hardware and software, not stuff we right on our own. (And just that they would like to see what we come up with as fans. >Personally, if I could write games of commercial quality (like yours), I'd love to show them off to the creators of the system. think it's kind of cool that we can still _find_ them. :) Rik > + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!hunter.premier.net!feed1.news.erols.com!howland.erols.net!newsxfer3.itd.umich.edu!portc01.blue.aol.com!audrey01.news.aol.com!not-for-mail From: teevtee@aol.com (TEEVTEE) Newsgroups: rec.games.vectrex Subject: Re: Unpleasant News From PcJohn (Vectrex Developer) Date: 17 Jan 1997 17:05:59 GMT Organization: AOL http://www.aol.com Lines: 8 Distribution: inet Message-ID: <19970117170500.MAA17805@ladder01.news.aol.com> References: <19970117064800.BAA00635@ladder01.news.aol.com> NNTP-Posting-Host: ladder01.news.aol.com X-Admin: news@aol.com You know, I just reread the initial post, and I have to say, as previous posters mentioned, I'm not even sure why you are upset. I truly believe you misunderstood the intent of the letter. There is nothing threatening about it. In fact, he seems quite friendly and ernestly interested in whats going on. I find it absolutly impossible to believe that anyone outside of the few dedicated collectors really cares what games are being developed for the Vectrex. I urge you to reread that letter and keep an open mind, you may see that you did in fact misunderstand the intent. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!newsfeeds.sol.net!newspump.sol.net!howland.erols.net!newsfeed.internetmci.com!newshost.vvm.com!usenet From: "William M. Hayden" Newsgroups: rec.games.vectrex Subject: Re: Programming Sources? Date: 17 Jan 1997 18:32:28 GMT Organization: USA Lines: 15 Distribution: inet Message-ID: <01bc04a0$aca1e1e0$c75f47cc@whayden> References: <32D870A1.3E80@awinc.com> <5bevqs$cmc@news.monmouth.com> NNTP-Posting-Host: k4slip409.vvm.com X-Newsreader: Microsoft Internet News 4.70.1155 John Dondzila wrote in article <5bevqs$cmc@news.monmouth.com>... | >Also, I just use the disassembly of the EXECROM as a programming manual. | >Fred Taft did an EXCELLENT job with that. | | Agreed. | | Without that I would still be on first base ! | | | Where might I find this? + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!wetware!wsrcc.com!newsfeed.orst.edu!dogbert.supra.com!v-wins-1-100.supra.com!user From: clay@supra.com (Clay Cowgill) Newsgroups: rec.games.vectrex Subject: Re: Anyone thought about a Star Wars game? Date: Fri, 17 Jan 1997 09:55:36 -0800 Organization: Diamond Multimedia, Communications Division Lines: 56 Distribution: inet Message-ID: References: <19970108175500.MAA09398@ladder01.news.aol.com> <32d979e9.7490891@news.cerfnet.com> <32defb06.5453063@news.concentric.net> <32da0315.3027246@news.concentric.net> NNTP-Posting-Host: v-wins-1-100.supra.com In article <32da0315.3027246@news.concentric.net>, zonn@concentric.net wrote: > Only after the line drawing circuitry is the Atari and the Boxing Bug analog > circuitry similar. According to Bill's friend this was a blatant rip off of > Atari, stolen right from the schematics. > > Generating the line is still the same technology as Vectrex. The patent > describes charging a capacitor to a set voltage, then integrating it to a new > voltage to "draw" a line. In this respect Cinematronics and Vectrex use the > same line drawing techniques. I guess I just feel this need to beat a dead horse some more... ;-) Just a point of clarification, I've been tearing into stuff the last few days and I can say with certainty that the Vectrex and Cinematronics (arcade) games used radically different methods for drawing vectors. The Vectrex is actually a lot more like an Atari Star Wars game than the Cinematronics "bit slice" hardware (Armor Attack, Star Castle, etc.). The Cinematronics hardware, like Zonn said, charges a small cap for the "initial" position, and then applies a second voltage to a simple integrator drawing a line. (Go to here, drawto here.) A set of digital switches then turn on and off during the line drawing, "clipping" the line to the most linear portion of the charge curve from the caps. That's mostly different from the Vectrex hardware which behaves much like the Atari Analog Vector Generator. The Vectrex/Atari system does not specify a "starting position", nor do they clip the line. The Vectrex/Atari method uses a standard op-amp based integrator that applies a new voltage to the *previous* voltage resulting in deflection *from the last position*. (Draw from current position, to "here".) You can then "short out" the integration cap under software control, which returns the beam to zero. (Center of screen.) The result is that the Cinematronics hardware essentially uses "absolute" coordinates to draw, where as the Atari stuff uses relative positions. The upside is that the Cinematroincs hardware doesn't suffer as much from drift since a new absolute value is set for every point. The downside is that you end up writing two values to draw a vector. The good part of the Vectrex/Atari hardware is that an additional "line" can be drawn with a single "point" written to the hardware. The downside is that integrator error is cumlative in the integrator cap, so the cap needs to be "reset" (zero'd out) periodically to keep the vectors from drifting on screen. Anyway, probably off charter, but there's no "rec.games.vectrex.tech"... :-) -Clay Clayton N. Cowgill Engineering Manager _____________________________________________________________________ /\ Diamond Multimedia Systems, Inc. clay@supra.com \/ Communications Division http://www.supra.com/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!newsgate.cuhk.edu.hk!news.glink.net.hk!uunet!in2.uu.net!206.250.118.17!nntp.earthlink.net!usenet From: Micheal Polucha Newsgroups: rec.games.vectrex Subject: Auction M&T #4 Classic Games - Great Prices Date: Fri, 17 Jan 1997 03:04:30 -0800 Organization: Earthlink Network, Inc. Lines: 160 Distribution: inet Message-ID: <32DF5AA7.7A37@acm.org> Reply-To: mpolucha@acm.org NNTP-Posting-Host: max3-gg-ca-20.earthlink.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) Hopefully this will be the last time I change the rules. I have tried to make this easier so everyone can bid more easily. Here are my rules: This auction will last until January 31st by which time I will remove unbidded items and start the second phase (going once,twice, sold). Each day I will increase the status. Weekends don't count. A lot of these catridges are rare or extremely rare. I will also consider trades. I reserve the right to remove any item(s) from this auction. If you wish to purchase a game immediately contact me personally and perhaps we can make a deal. Payment will only be accepted as money order or cashier's check. Any questions, comments, suggestions can be sent to mailto:mpolucha@earthlink.net All catridges are sealed,unopened, and complete but without shrinkwrap unless otherwise stated. Any defects (if any) will be listed next to game. I have 2600/5200/Intellivision/Atari computer items for sale. I am always adding new items. 42 items in all. When bidding, bid on Item Number (ie. #24) I will use first part of email address for showing bids Look at # (until I can get something else working). Bidding increment rules are as follows: Item Price Bid Amount $1-5 $0.50 $5-10 $1.00 $10-20 $2.00 $20-40 $3.00 $40-80 $5.00 $80-infinity $10.00 You may bid above the minimum bid requirments if you wish. Buyer must pay shipping/handling and cost of packing materials where applicable. (styrofoam peanuts and foam padding free!) 2600: #1 Burgertime $3 min (M Network) (shrinkwrapped) #2 Burgertime $3 min (M Network) (shrinkwrapped) #3 Bermuda Triangle $3 min Supercharger: #4 Killer Satellites $3 min (shrinkwrapped) 5200 Carts: #5 Rescue on Fractalus! $8 min #6 Rescue on Fractalus! $8 min #7 Rescue on Fractalus! $6 min (open - complete) #8 Rescue on Fractalus! $4 min (loose) #9 Gremlins $8 min #10 Ballblazer $5 min #11 Ballblazer $5 min #12 Choplifter! $4 min #13 Choplifter! $4 min #14 Vanguard $4 min #15 Vanguard $4 min #16 Pole Position $3 min (shrinkwrapped) #17 Galaxian $3 min Not on hand (I will get it when I get a bid): #18 Missile Command $3 min #19 Dig Dug $3 min #20 Ms. Pac-Man $3 min (shrinkwrapped) #21 Kangaroo $2 min (maybe shrinkwrapped) #22 Star Raiders $3 min (shrinkwrapped) #23 Centipede $2 min (shrinkwrapped) #24 Pac-Man $3 min (shrinkwrapped but slightly squished) Intellivision: #25 Football $3 min (shrinkwrapped) #26 Football $3 min (shrinkwrapped) #27 Las Vegas Roulette $3 min (shrinkwrapped) #28 AD&D Treasure of Tarmin CORPHQ $3.50 (shrinkwrapped) $4 min next bid #29 AD&D Treasure of Tarmin $3 min (shrinkwrapped) #30 Space Hawk $3 min (shrinkwrapped) #31 Space Battle $3 min (shrinkwrapped) #32 Star Strike $3 min (shrinkwrapped) #33 Sea Battle $3 min (shrinkwrapped) With Intellivoice: #34 Space Spartans $3 min (shrinkwrapped) #35 Space Spartans $3 min (shrinkwrapped) #36 Bomb Squad $3 min (shrinkwrapped) #37 Bomb Squad $3 min (shrinkwrapped) Atari 400/800/1200: #38 Frogger $3 min (shrinkwrapped) #39 Frogger $3 min (shrinkwrapped) #40 Astrochase $5 min (shrinkwrapped) #41 Astrochase $5 min (shrinkwrapped) #42 Star Wars Return of the Jedi Death Star Battle $10 min Things I want: 5200 system (complete) 7800 system (complete) Vectrex system (complete) Any other game systems (not just classic) Current orders are being processed as fast as I can so please be patient. I am making a database and trying to get everything organized. By Friday evening I should have most orders ready (prices calculated and all packing done). If you live in the Orange County, California, USA area and would like to get together or something then email me at: mpolucha@earthlink.net God Bless you, Tim Polucha Handy Capable Ministries http://home.earthlink.net/~mpolucha/hcm + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!news.corp.sgi.com!enews.sgi.com!news-feed.inet.tele.dk!news.maxwell.syr.edu!news.bc.net!info.ucla.edu!psgrain!news.rain.net!news.aracnet.com!aquarius From: aquarius@aracnet.com (Chris Stafford) Newsgroups: rec.games.vectrex,rec.games.video.classic Subject: ** FS: VECTREX WITH 4 GAMES ** Date: Fri, 17 Jan 1997 19:43:17 -0800 Organization: aracnet.com -- Portland's loudest electrons Lines: 30 Distribution: inet Message-ID: NNTP-Posting-Host: ppp-u18.aracnet.com X-Newsreader: Yet Another NewsWatcher 2.2.0b7 Xref: csus.edu rec.games.vectrex:6367 rec.games.video.classic:70559 Hi, I have the following nice Vectrex System For Sale: * Vectrex Console in clean, good working condition.. * Vectrex Controller in clean, smooth-playing condition.. ** With the following games: ** - "Berserk" (cartridge, box and overlay, no instructions) - "Heads-Up" Soccer (cartridge only) - "Scramble" (plays like "Super Cobra" for 2600/ColecoVision) (cartridge only) - "Spike" (only "talking" game) (cartridge only) ** $175.00 which includes SHIPPING via United Parcel Service (Ground) ANYWHERE in the CONTINENTAL UNITED STATES.. ** ** Payment in the form of Bank Money Order accepted for immediate shipment upon receipt, or Personal Checks are accepted with a 7 - 10 business day wait for clearance before shipment ** * If you have any questions, please contact me via e-mail.. Thanks, Chris.. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csusac!charnel.ecst.csuchico.edu!psgrain!news.rain.net!news.aracnet.com!aquarius From: aquarius@aracnet.com (Chris Stafford) Newsgroups: rec.games.vectrex,rec.games.video.classic Subject: ** FS: VECTREX WITH 4 GAMES ** Date: Fri, 17 Jan 1997 19:42:55 -0800 Organization: aracnet.com -- Portland's loudest electrons Lines: 30 Distribution: inet Message-ID: NNTP-Posting-Host: ppp-u18.aracnet.com X-Newsreader: Yet Another NewsWatcher 2.2.0b7 Xref: csus.edu rec.games.vectrex:6369 rec.games.video.classic:70561 Hi, I have the following nice Vectrex System For Sale: * Vectrex Console in clean, good working condition.. * Vectrex Controller in clean, smooth-playing condition.. ** With the following games: ** - "Berserk" (cartridge, box and overlay, no instructions) - "Heads-Up" Soccer (cartridge only) - "Scramble" (plays like "Super Cobra" for 2600/ColecoVision) (cartridge only) - "Spike" (only "talking" game) (cartridge only) ** $175.00 which includes SHIPPING via United Parcel Service (Ground) ANYWHERE in the CONTINENTAL UNITED STATES.. ** ** Payment in the form of Bank Money Order accepted for immediate shipment upon receipt, or Personal Checks are accepted with a 7 - 10 business day wait for clearance before shipment ** * If you have any questions, please contact me via e-mail.. Thanks, Chris.. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!feed1.news.erols.com!howland.erols.net!news.sprintlink.net!news-peer.sprintlink.net!uunet!in3.uu.net!206.250.118.17!nntp.earthlink.net!usenet From: Micheal Polucha Newsgroups: rec.games.vectrex Subject: Auction M&T #5 Saturday classic games/good prices Date: Fri, 17 Jan 1997 23:50:45 -0800 Organization: Earthlink Network, Inc. Lines: 159 Distribution: inet Message-ID: <32E080D5.7569@acm.org> Reply-To: mpolucha@acm.org NNTP-Posting-Host: cust79.max75.los-angeles.ca.ms.uu.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) Hopefully this will be the last time I change the rules. I have tried to make this easier so everyone can bid more easily. Here are my rules: This auction will last until January 31st by which time I will remove unbidded items and start the second phase (going once,twice, sold). Each day I will increase the status. Weekends don't count. A lot of these catridges are rare or extremely rare. I will also consider trades. I reserve the right to remove any item(s) from this auction. If you wish to purchase a game immediately contact me personally and perhaps we can make a deal. Payment will only be accepted as money order or cashier's check. Any questions, comments, suggestions can be sent to mailto:mpolucha@earthlink.net All catridges are sealed,unopened, and complete but without shrinkwrap unless otherwise stated. Any defects (if any) will be listed next to game. I have 2600/5200/Intellivision/Atari computer items for sale. I am always adding new items. 42 items in all. When bidding, bid on Item Number (ie. #24) I will use first part of email address for showing bids. Bidding increment rules are as follows: Item Price Bid Amount $1-5 $0.50 $5-10 $0.75 $10-20 $1.00 $20-40 $2.00 $40-80 $3.00 $80-infinity $5.00 You may bid above the minimum bid requirments if you wish. Buyer must pay shipping/handling and cost of packing materials where applicable. (styrofoam peanuts and foam padding free!) Descriptions included (sort of) 2600: #1 Burgertime AEL $3 bid (M Network) (shrinkwrapped) No. 4518 black upper left and blue lower right. 1982 Mattel #2 Burgertime Robb (DRS) $3 bid (M Network) (shrinkwrapped) #3 Bermuda Triangle AEL $3 bid 116-007 Grey with color picture Data Age Inc. Supercharger: #4 Killer Satellites AEL $5 bid (shrinkwrapped) Front black/picture back oranage/red 1982 Starpath 5200 Carts: #5 Rescue on Fractalus! AEL $8 bid White box picture logo Atari/Lucasfilm 1984 (same as on webpage will post link) #6 Rescue on Fractalus! $8 min #7 Rescue on Fractalus! AEL $6 bid (open - complete) #8 Rescue on Fractalus! AEL $4 bid (loose) #9 Gremlins AEL $8 bid grey with picture logo 1986 Atari #10 Ballblazer AEL $5 bid White box / picture logo Atari/Lucasfilm 1984 #11 Ballblazer $5 min #12 Choplifter! AEL $4 bid grey box #13 Choplifter! AEL $4 bid #14 Vanguard AEL $4 bid grey box #15 Vanguard $4 min #16 Pole Position AEL $3 bid (shrinkwrapped) grey box #17 Galaxian AEL $3 bid grey box Not on hand (I will get it when I get a bid): #18 Missile Command AEL $3 bid grey box #19 Dig Dug AEL $3 bid grey box #20 Ms. Pac-Man AEL $3 bid (shrinkwrapped) grey box #21 Kangaroo AEL $2 bid (maybe shrinkwrapped) grey box #22 Star Raiders AEL $3 bid (shrinkwrapped) grey box #23 Centipede AEL $2 bid (shrinkwrapped) grey box #24 Pac-Man $3 min (shrinkwrapped but slightly squished) grey box Intellivision: #25 Football $3 min (shrinkwrapped) white with blue trim #26 Football $3 min (shrinkwrapped) #27 Las Vegas Roulette $3 min (shrinkwrapped) white with green trim #28 AD&D Treasure of Tarmin CORPHQ $3.50 bid (shrinkwrapped) white / red trim #29 AD&D Treasure of Tarmin $3 min (shrinkwrapped) #30 Space Hawk $3 min (shrinkwrapped) picture / blue trim #31 Space Battle $3 min (shrinkwrapped) white / blue trim #32 Star Strike $3 min (shrinkwrapped) picture / blue trim #33 Sea Battle $3 min (shrinkwrapped) picture / blue trim With Intellivoice: #34 Space Spartans $3 min (shrinkwrapped) gold #35 Space Spartans $3 min (shrinkwrapped) #36 Bomb Squad $3 min (shrinkwrapped) gold #37 Bomb Squad $3 min (shrinkwrapped) Atari 400/800/1200: #38 Frogger $3 min (shrinkwrapped) gold - Parker Brothers #39 Frogger $3 min (shrinkwrapped) #40 Astrochase $5 min (shrinkwrapped) gold - Parker Brothers #41 Astrochase $5 min (shrinkwrapped) #42 Star Wars Return of the Jedi Death Star Battle $10 min gold - Parker Brothers Things I want: 5200 system (complete) 7800 system (complete) Vectrex system (complete) Any other game systems (not just classic) Current orders are being processed as fast as I can so please be patient. I am making a database and trying to get everything organized. By Friday evening I should have most orders ready (prices calculated and all packing done). If you live in the Orange County, California, USA area and would like to get together or something then email me at: mpolucha@earthlink.net God Bless you, Tim Polucha Handy Capable Ministries http://home.earthlink.net/~mpolucha/hcm + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!worldnet.att.net!newsadm From: COPY CAT Newsgroups: rec.games.vectrex Subject: CD-R's for Sale Date: 18 Jan 1997 09:44:45 GMT Organization: Cat Shop Lines: 61 Distribution: inet Message-ID: <5bq62d$3ea@mtinsc01-mgt.ops.worldnet.att.net> NNTP-Posting-Host: 207.147.201.74 We have the following CD-R media for sale. Brand: Pioneer Type: Printable Media (Surface is blank for printing or labels) Type: Gold on Green Size: 74 min (650 mb) Price: 6.99 Minimum Order: 10 Brand: Pioneer Type: Gold on Green Size: 74 min (650 mb) Price: 6.55 Minimum Order: 10 Brand: Maxell Type: Gold on Gold Size: 74 min (650 mb) Price: 6.55 Minimum Order: 10 Brand: TDK Type: Gold on Green Size: 74 min (650 mb) Price: 6.55 Minimum Order: 10 Brand: Hewlett Packard Type Gold on Gold Size: 74 min (650 mb) Price: 7.15 Minimum Order: 10 Lifetime Warranty The Copy Cat Shop has all your CD duplication, replication, recorders, software, and media needs. If you have any questions or comments feel free to call. Cordially, The Copy Cat Shop 213-650-1680 213-650-9110 Fax + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!news.sprintlink.net!news-peer.sprintlink.net!uunet!in3.uu.net!204.245.3.50!news.primenet.com!nickb From: nickb@primenet.com (Nick S Bensema) Newsgroups: rec.games.vectrex Subject: Re: Unpleasant News From PcJohn (Vectrex Developer) Date: 18 Jan 1997 10:28:01 -0700 Organization: Primenet (602)416-7000 Lines: 20 Distribution: inet Message-ID: <5br171$mmg@nnrp1.news.primenet.com> References: <5bllgk$9gu@news.monmouth.com> <5bltpl$5uj@nnrp1.news.primenet.com> <5bo1cp$qp3@news.monmouth.com> X-Posted-By: nickb@206.165.5.110 (nickb) In article <5bo1cp$qp3@news.monmouth.com>, John Dondzila wrote: >>So the guy is clueless. Why get riled up about it? He WAS offering to >>help. Is flaming him really the correct response? > >I don't think I'm flaming him. Flaming him would be more like "Look at what >some jerk sent me ! Everybody please send hate mail to this guy !!!!". > >His letter can be interpreted in several different ways. I wanted some >outside opinions and I definitely appreciate all the responses that I >have received. I still don't see how you interpret it as him throwing a wrench into what you have going. -- N i c k B e n s e m a < n i c k b @ p r i m e n e t . c o m > ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 98-KUPD Red Card Holder #710563 WedSpc License #71.0563 + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!newsgate.cuhk.edu.hk!news.glink.net.hk!uunet!in2.uu.net!192.156.196.2!news.usa.net!rrico-slip.usa.net!user From: rrico@mail.usa.net (Randall Rico) Newsgroups: rec.games.vectrex Subject: FS: Vectrex System and carts Date: 18 Jan 1997 19:15:13 GMT Organization: Laser Designs Lines: 32 Distribution: inet Message-ID: NNTP-Posting-Host: rrico-slip.usa.net Hello! I have another Vectrex system to sell, as one package. the system consists of: hardware - Vectrex console, joystick, Minestorm overlay extra joystick Carts with boxes and overlays - Bedlam Bezerk Pole Position Carts with overlays, no boxes Fortress of Narzod Hyperchase Spike Star Trek carts only - Art Master Melody Master I am selling the system for $160.00 USD, or best offer. I'll accept offers thru 1-25-97 (one week), then determine buyer. Vectrex and carts all functional, and in good condition. Please reply via email at: rrico@ usa.net Thanks, Randall Rico + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!feed1.news.erols.com!howland.erols.net!torn!nott!cunews!freenet-news.carleton.ca!FreeNet.Carleton.CA!an914 From: an914@FreeNet.Carleton.CA (Shawn Scallen) Newsgroups: rec.games.vectrex,rec.games.video.classic Subject: FS: vectrex + Date: 18 Jan 1997 18:30:05 GMT Organization: The National Capital FreeNet Lines: 26 Distribution: inet Message-ID: <5br4rd$hb8@freenet-news.carleton.ca> Reply-To: an914@FreeNet.Carleton.CA (Shawn Scallen) NNTP-Posting-Host: freenet3.carleton.ca X-Given-Sender: an914@freenet3.carleton.ca (Shawn Scallen) Xref: csus.edu rec.games.vectrex:6376 rec.games.video.classic:70603 For sale: One vectrex One controller minestorm overlay minestorm manual beserk - loose scramble - loose star trek - loose all are in good working order. overlay and vectrex bezel/controller have minor scuffs from usage. asking price: $150 ppd in north america thanx shawn -- shawn scallen - spectra sonic sound - http://www.cyberus.ca/~scallen CKCU-FM music director * photographer * vectrex/colecovision/atari fan for info on ottawa & area shows/events call 613-234-PUNX or email majordomo@brit.ca with "subscribe punx" in the first line of the body + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!worldnet.att.net!newsadm From: THE COPY CAT SHOP Newsgroups: rec.games.vectrex Subject: CD-R Media for Sale at Good Prices Date: 18 Jan 1997 22:18:27 GMT Organization: COPY CAT SHOP Lines: 61 Distribution: inet Message-ID: <5bri7j$8f1@mtinsc01-mgt.ops.worldnet.att.net> NNTP-Posting-Host: 207.147.200.189 We have the following CD-R media for sale. Brand: Pioneer Type: Printable Media (Surface is blank for printing or labels) Type: Gold on Green Size: 74 min (650 mb) Price: 6.99 Minimum Order: 10 Brand: Pioneer Type: Gold on Green Size: 74 min (650 mb) Price: 6.55 Minimum Order: 10 Brand: Maxell Type: Gold on Gold Size: 74 min (650 mb) Price: 6.55 Minimum Order: 10 Brand: TDK Type: Gold on Green Size: 74 min (650 mb) Price: 6.55 Minimum Order: 10 Brand: Hewlett Packard Type Gold on Gold Size: 74 min (650 mb) Price: 7.15 Minimum Order: 10 Lifetime Warranty The Copy Cat Shop has all your CD duplication, replication, recorders, software, and media needs. If you have any questions or comments feel free to call. Cordially, The Copy Cat Shop 213-650-1680 213-650-9110 Fax + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!su-news-hub1.bbnplanet.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!uunet!in2.uu.net!205.137.48.143!news1.agis.net!agis!newnews.metronet.com!rik From: rik@metronet.com (RiK) Newsgroups: rec.games.vectrex Subject: Re: Unpleasant News From PcJohn (Vectrex Developer) Date: 18 Jan 1997 22:28:18 GMT Organization: Texas Metronet, Inc (login info (214/488-2590 - 817/571-0400)) Lines: 34 Distribution: inet Message-ID: <5briq2$fef@newnews.metronet.com> References: <5bllgk$9gu@news.monmouth.com> <5bltpl$5uj@nnrp1.news.primenet.com> <5bo1cp$qp3@news.monmouth.com> NNTP-Posting-Host: fohnix2.metronet.com X-Newsreader: TIN [version 1.2 PL2] John Dondzila (pcjohn@monmouth.com) wrote: : >I still don't get it. What made you angry? : Just the whole fact that someone who doesn't even have : anything to do with this company has decided that it is : his "duty" to inform me of this. He is the one that took the time and effort to contact Smith Engineering in the first place and ask for permission to use the Vectrex and it's ROMs. If you notice, the letter from Smith is addressed to Dr. Calhoun, the person who sent you the original letter. So from that point of view, he probably feels some responsibility to remind people of the conditions and polite requests of the system's original developers. : The impression I still get is that he -originally- thought I'm producing : hundreds or thousands of these carts (look at the part where he : generously offers to help pay for building carts). He generously offered to help pay for building the _one_ cart that you could send to Smith Engineering, just in case you didn't think it worth your time (or wahtever) to build one to give away. I've made multi-carts for the Vectrex before, and I know that hand building these tings can be a real pain, so he was probably just giving you a little extra encouragement to send one (of each) to Smith. Again, this is just how I interpreted that letter. I just think that he wants to show off to Smith what the Vectrex fans are still doing with systems after all these years... :) To my knowledge, no one is writing games for any of the other classic systems any more (I could be wrong tho, but i haven't heard of any...) It's kind of cool to keep these things alinve like this... Rik + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!news.bbnplanet.com!su-news-hub1.bbnplanet.com!newsxfer3.itd.umich.edu!howland.erols.net!math.ohio-state.edu!news.physics.uiowa.edu!nntp.ksu.edu!cis.ksu.edu!mac From: mac@cis.ksu.edu (Myron A. Calhoun) Newsgroups: rec.games.vectrex Subject: Re: Unpleasant News From PcJohn (Vectrex Developer) Date: 17 Jan 97 23:13:58 GMT Organization: Kansas State University Lines: 202 Distribution: inet Message-ID: References: <5bllgk$9gu@news.monmouth.com> <5bltpl$5uj@nnrp1.news.primenet.com> <5bo1cp$qp3@news.monmouth.com> NNTP-Posting-Host: zaurak.cis.ksu.edu X-IDENT-Info: 58 X-Newsreader: NN version 6.5.0 #6 (NOV) John Dondzila wrote: > Well folks, I can't tell you how much I've enjoyed developing > new Vectrex games over the past year. > > But with all things, sooner or later some spoil sport has to come > along and throw a wrench into the works. > > Below is a copy of an E-Mail that I received today, followed > by the reply which I just sent out. > ..... and hpcjohn@monmouth.com (John Dondzila) wrote more: >.... >His letter can be interpreted in several different ways. I wanted some >outside opinions and I definitely appreciate all the responses that I >have received. ============ It would have been nice had he also posted my reply to his "I'm all riled up" note, 'cause it was not my intention to rile him. So here it is: ------------ cut here ------------ cut here ------------ cut here ------------ From mac Thu Jan 16 10:55:54 1997 Subject: Re: have you... To: pcjohn@monmouth.com (John Dondzila) Date: Thu, 16 Jan 1997 10:55:54 -0600 (CST) >I'm very disturbed by this letter that you sent me. I don't know why, and I hope it's because you misunderstood my request. I didn't try to bamboozle anything out of you, nor did I even ask for anything for myself. I even said I'd be willing to support half your cost for doing what is morally right (and I said I'd even buy a set of your cartridges for my son). >What do you think I am, some kind of giant corporation >out to make millions of dollars ? No thought such as that ever crossed my mind. >No, I'm not. If you had actually followed all the usenet >posts that I have made over the last year, my Vectrex game development >has been a hobby to be enjoyed by everyone. The vectrex newsgroup is one of the eight (out of 5,845 which pass through here) that I read regularly. >I spend several months of my part time work to fully write and >debug a Vectrex game. From my own programming experience (about 30 years of it), I think I fully understand how my time and effort that took, especially for a relatively "undocumented" system such as the Vectrex! >I do not charge money for the games which I write. The $20.... That's why I offered to share the cost. >The binary images for the first 2 games (as well as the source code) are >freely distributable on the net and readily available to anyone who wants them. I'm aware of that. I am also aware that I can purchase an EPROM emulater (for $65 (kit) or $80 (assembled) in 1996) from "Science First". I also recall that I can buy your games in the form of Sean Kelly's multicarts. >If you or Smith Engineering want a copy of any of my games, then feel free >to visit my web page below for further instructions. As I said above, I'm willing to PAY for any copies for ME (my son). However, I think you missed the real "point" of my note, where Jay Smith said: >> At some point in the future I would be happy to discuss the history of >> Vectrex and some of the stillborn ideas to further enhance the system. >> At one time we had considered a color version and there were even plans >> for a handheld version. Unfortunately, neither came to fruition. Wouldn't you like to learn: * More about the Vectrex * About "some of the stillborn ideas to further enhance the system" * About the color version * About the handheld version And who knows WHAT ELSE might be available IF "we" (especially developers such as you) keep "our" side of the "bargain": "We are happy to grant you the right to continue your personal hobby of using and enhancing the game system, as long as it is for your personal use and not a commercial enterprise; in fact, we would be anxious to see your improvements. This permission extends to the right to copy and distribute the instruction booklets and service manuals, and to duplicate and/or create game ROM's for your personal use. When the opportunity arises, please send us a ROM sample of your work. --Myron A. Calhoun. ------------ cut here ------------ cut here ------------ cut here ------------ And then, in response to his response to the above (note that I'm not posting all of HIS letters--that isn't legal without his permission!): ------------ cut here ------------ cut here ------------ cut here ------------ From mac Fri Jan 17 09:55:38 1997 Subject: Re: have you... To: pcjohn@mail.monmouth.com (John Dondzila) Date: Fri, 17 Jan 1997 09:55:38 -0600 (CST) >I don't believe you had any negative or hostile intentions, but I personally >have never seen the letter from Smith Engineering. I understand the basic You wondered whether ** I ** had been following the Vectrec newsgroup; apparently YOU haven't been reading it all that often or all that well, for I posted Jay Smith's letter 'way back in 1992 right after I received it, and I've posted it periodically since then, the most-recent time being right after the "has the patent expired" thread. >ideas behind it though. I feel that you were trying to point out that in >some way I am obligated to contact this company. >.... >people I have shown this to, no one believes I have any obligation >whatsoever to do this. Legal obligation? No. Moral obligation? Perhaps. (I think so, or I wouldn't have mentioned it). >.... >That's about it, I really don't have anything else to say on this subject. Your call. --Myron A. Calhoun. ------------ cut here ------------ cut here ------------ cut here ------------ Just so everyone has a copy of the Jay Smith letter, here it is (again; I post it periodically): ------------ cut here ------------ cut here ------------ cut here ------------ Smith Engineering 12057 Jefferson Boulevard Culver City, CA 90230 (310) 821-7880 FAX (310) 306-1739 October 27, 1992 Dr. Myron A. Calhoun Associate Professor of Computer Science 2001 Dunbar Road Manhattan, KS 66502-3907 Dear Dr. Calhoun: I recently received a copy of your letter of September 14th to Milton Bradley regarding the Vectrex Arcade System. I am proud to say that Smith Engineering is the original developer of the Vectrex system and programmed a number of the original cartridges. The rights to the system have been returned to us after production ceased at the Milton Bradley Company. It is a great pleasure to hear from a group of dedicated Vectrex users. Obviously, it is a great favorite of ours and has a significant place in our Hall of Fame of toy and game products. We are happy to grant you the right to continue your personal hobby of using and enhancing the game system, as long as it is for your personal use and not a commercial enterprise; in fact, we would be anxious to see your improvements. This permission extends to the right to copy and distribute the instruction booklets and service manuals, and to duplicate and/or create game ROM's for your personal use. When the opportunity arises, please send us a ROM sample of your work. At some point in the future I would be happy to discuss the history of Vectrex and some of the stillborn ideas to further enhance the system. At one time we had considered a color version and there were even plans for a handheld version. Unfortunately, neither came to fruition. I look forward to hearing of your progress. Sincerely yours, [signature of Jay Smith] Jay Smith /df cc: Ms. Eileen Mooney Hasbro,Inc., Legal Department ------------ cut here ------------ cut here ------------ cut here ------------ --Myron. -- # Five boxes preserve our freedoms: soap, ballot, witness, jury, and cartridge # PhD EE; Assoc. Prof.; W0PBV (913) 532-6350 work 532-7353 fax 539-4448 home # NRA Life Member and Certified Instructor (Home Firearm Safety, Rifle, Pistol) + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!newsfeeds.sol.net!newspump.sol.net!howland.erols.net!vixen.cso.uiuc.edu!chi-news.cic.net!news.nd.edu!news From: robert rafac Newsgroups: rec.games.vectrex Subject: Tune-up gone awry :-( Date: Sat, 18 Jan 1997 13:00:34 -0500 Organization: University of Notre Dame Lines: 48 Distribution: inet Message-ID: <32E10FC2.5ED9@pesto.phys.nd.edu> NNTP-Posting-Host: pesto.phys.nd.edu Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0 (X11; I; SunOS 5.5 sun4u) Vectrex gurus, I'm in need of some help. Today I decided to tune up the machine after getting tired of severe jitter due to leaky caps on the x-y integrators. So I fired up the iron and pulled out the 5 polystyrene caps around the LF347 (IC303), and replaced them with new metal film caps, all 0.01 uF as per the schematic/parts list. After zeroing the DAC offset I am left with the following problem: the jitter has gone away, but now the first row of dots in raster text appears below the other dots at the top of the screen, and too far above when text is drawn at the bottom (i.e. when drawn near the center, the text looks fine). Vector drawing is not affected too much. I have checked the integrity of all the traces around the caps and everything looks fine. I have heard of this problem with the first (top) text raster before on this group but don't recall if there was ever a solution given. One thing I noticed after removing the 5 old caps: only two of them were actually .01 uF (I assume in the integrators), the other 3 filter caps were marked 4700 which I assume is 4.7 uF but they look a bit small to be this value...in any event, temporarily reconnecting them across the new caps had no effect other than a little 60 Hz pickup. Vector drawing is affected only in a strange way: for the most part, everything is stable (i.e. hawk king in webwars looks good no matter where he flies, "flashing lights" line up with the bumpers in spinball) but very long vectors such as those in starhawk distort in a characteristic way with joystick position, and when the big minestorm ship comes out off the top of the screen, it is distorted as well until it's entirely in view. But in general, everything else looks good. There is some problem with the y-rate I know, maybe some of you have seen this. Anyway, back to the 'scope and iron :-( Rob -- ***************************************************************************** Robert J. Rafac All phenomena dependent on conditionality Dept. of Physics/Notre Dame are devoid of self-nature. rrafac@pesto.phys.nd.edu This being the proclamation, 219-631-5641 what could be more wonderful? ***************************************************************************** + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!news.sprintlink.net!news-peer.sprintlink.net!news-pull.sprintlink.net!news.sprintlink.net!news-dc-10.sprintlink.net!news.voicenet.com!news From: chrisr@netaxs.com (chris) Newsgroups: rec.games.vectrex Subject: vectrex for sale Date: 19 Jan 1997 01:52:17 GMT Organization: Net Access - Philly's Original Internet Provider Lines: 8 Distribution: inet Message-ID: <5bruoh$p12@news1.voicenet.com> NNTP-Posting-Host: phila252-pri.voicenet.com Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Newsreader: WinVN 0.99.7 I have a vectrex in known good working order. Comes with one controler (which works) and a starcastle cart. Please make me an offer. The highest offer I have at the moment is 100 + shipping crex@voicenet.com + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!news.sprintlink.net!news-peer.sprintlink.net!www.nntp.primenet.com!nntp.primenet.com!news.primenet.com!nickb From: nickb@primenet.com (Nick S Bensema) Newsgroups: rec.games.vectrex Subject: Text tech curiosity Date: 18 Jan 1997 23:51:04 -0700 Organization: Primenet (602)416-7000 Lines: 33 Message-ID: <5bsg8o$9j3@nnrp1.news.primenet.com> X-Posted-By: nickb@206.165.5.107 (nickb) It is well known and surprising to me at least that the Vectrex displays its text in a raster format, not with cute 90-degree text like the really cool arcade games have. Spinball uses this raster mode to VERY inefficiently draw the ball and spring. What I'd like to know is, how limited are the Vectrex's raster capabilities? Do they HAVE to be 6 letters wide or a comparable width? Can they only be seven scanlines tall? Could Spinball have been made with five or seven somewhat shorter raster lines representing the ball? Could new register-banging routines be made to create, say, reasonably square-dimensioned raster sprites to represent those things that don't translate to vector (like, for example, Mario). Could these sprites consist of multiple intensities? Could these sprites be rotated if need be? I only ask out of curiosity, though I must admit, that with the Vectrex's vertical screen, a more faithful playfield could be made for a Donkey Kong clone, but Mario would look like crap in just vectors. And as for litigation, some Amiga hackers made Donkey Kong for the Amiga and I don't remember hearing anything bad happening to them, since they went on to port Aztec Challenge as well (both were modeled from the C64 versions) Granted, this isn't the biggest thing on my Vectrex wish list but perhaps I could inspire an idea for the BEST VECTREX GAME EVER, and so I feel the need to think aloud a bit. -- N i c k B e n s e m a < n i c k b @ p r i m e n e t . c o m > ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 98-KUPD Red Card Holder #710563 WedSpc License #71.0563 + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!feed1.news.erols.com!howland.erols.net!EU.net!uknet!usenet1.news.uk.psi.net!uknet!dispatch.news.demon.net!demon!merp.demon.co.uk!not-for-mail From: postmaster@localhost (Julie Brandon) Newsgroups: rec.games.vectrex Subject: Embarrassing question! Zanen kit? Date: Mon, 20 Jan 1997 04:43:05 GMT Lines: 12 Message-ID: <32e5a4df.18081154@news.demon.co.uk> Reply-To: postmaster@localhost NNTP-Posting-Host: merp.demon.co.uk X-NNTP-Posting-Host: merp.demon.co.uk X-Newsreader: Forte Agent .99g/32.339 X-No-Archive: yes MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit After a long time holding back I'm going to bite... ...what's a "Zanen kit"? *8-) (Tech langauge reply is okay.) Ta-ra Julie -- NOTE: Addresses in headers are wrong for anti-spam reasons; use julie (at) merp.demon.co.uk instead. Some spam address collecting software now searches whole message bodies for valid address, so send your spams to nfic@internetMCI.com and postmaster@localhost [ *8-) ] + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!decwrl!spool.mu.edu!howland.erols.net!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!uunet!in3.uu.net!204.191.213.61!ott.istar!istar.net!tor.istar!east.istar!ftn.net!not-for-mail From: "DAVE " Newsgroups: rec.games.vectrex Subject: i have vecrex, for sale ? Date: 19 Jan 1997 02:40:53 GMT Organization: ftn Internet Lines: 17 Message-ID: <01bc05b0$82192440$4f1370cf@pioneer.skylinc.net> NNTP-Posting-Host: 207.112.19.79 X-Newsreader: Microsoft Internet News 4.70.1155 Being new to this newsgroup I thought i may sell mine ! curious what there worth, no box a1 condition,one contoller star trek web wars lock and chase scramble armour battle mine storm (obviously) a few others i can't recall have overlays really like scramble fun game !! respond by e-mail if anyone interested also have an original working a1 condition PONG game !!! DAVE + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!decwrl!spool.mu.edu!news.sgi.com!news.bbnplanet.com!su-news-hub1.bbnplanet.com!arclight.uoregon.edu!newsfeed.direct.ca!nntp.portal.ca!news.bctel.net!news From: Tursi Newsgroups: rec.games.vectrex Subject: Re:re:re: (etc) Programming Sources :) Date: Sat, 18 Jan 1997 15:08:15 -0800 Organization: . Lines: 4 Message-ID: <32E157DF.27FE@awinc.com> Reply-To: mbrent@awinc.com NNTP-Posting-Host: pntn02m01-2.bctel.ca Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01Gold (Win95; I) Thanks for the start, guys. I'm downloading the info now. I'll letcha know what comes of it. :) + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!newsgate.cuhk.edu.hk!news.glink.net.hk!uunet!in3.uu.net!205.164.220.8!news.monmouth.com!news From: pcjohn@monmouth.com (John Dondzila) Newsgroups: rec.games.vectrex Subject: Re: Unpleasant News From PcJohn (Vectrex Developer) Date: Mon, 20 Jan 1997 15:27:45 GMT Organization: Arcade's Are Us Lines: 16 Distribution: inet Message-ID: <5c031l$sq@news.monmouth.com> References: <5bllgk$9gu@news.monmouth.com> <5bltpl$5uj@nnrp1.news.primenet.com> <5bo1cp$qp3@news.monmouth.com> <5briq2$fef@newnews.metronet.com> <5btmjl$b3q@fly.HiWAAY.net> Reply-To: pcjohn@monmouth.com NNTP-Posting-Host: pa-ppp13.monmouth.com X-Newsreader: Forte Free Agent 1.0.82 >Then let me make you aware of Okie Dokie, a *new* game for the Atari >2600. It's available in several formats at >http://198.97.64.119/okie.htm. There are also others learning to >program the 2600 thanks to the Supercharger CD (Stella gets a new >brain). No true games, however, have come from them . . . *yet*! I've seen it. What an incredible piece of work ! With games like that 12 years ago, the market might never have crashed. BTW, I'm one of those "others" learning the 2600. I've figured out sprites and backgrounds, however I've put it on the back burner to continue with my Colecovision programming project. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!news.sprintlink.net!news-peer.sprintlink.net!uunet!in1.uu.net!204.245.3.50!news.primenet.com!nickb From: nickb@primenet.com (Nick S Bensema) Newsgroups: rec.games.vectrex Subject: Re: i have vecrex, for sale ? Date: 18 Jan 1997 21:38:02 -0700 Organization: Primenet (602)416-7000 Lines: 18 Message-ID: <5bs8fa$oud@nnrp1.news.primenet.com> References: <01bc05b0$82192440$4f1370cf@pioneer.skylinc.net> X-Posted-By: nickb@206.165.5.107 (nickb) In article <01bc05b0$82192440$4f1370cf@pioneer.skylinc.net>, DAVE wrote: >Being new to this newsgroup I thought i may sell mine ! >curious what there worth, no box a1 condition,one contoller >star trek >web wars >lock and chase ^^^^^^^^^^^^^^ Lock and chase was made for the Vectrex? -- N i c k B e n s e m a < n i c k b @ p r i m e n e t . c o m > ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 98-KUPD Red Card Holder #710563 WedSpc License #71.0563 + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!news.sprintlink.net!news-peer.sprintlink.net!cs.utexas.edu!news.ti.com!news.dseg.ti.com!news From: jfra@msg.ti.com (Jon) Newsgroups: rec.games.vectrex Subject: How much is this Vectrex worth?? Date: Mon, 20 Jan 1997 21:33:52 GMT Organization: jfra@msg.ti.com Lines: 31 Distribution: inet Message-ID: <5c0obu$enk@sf18.dseg.ti.com> Reply-To: jfra@msg.ti.com NNTP-Posting-Host: cna0106924b.dseg.ti.com X-Newsreader: Forte Free Agent 1.0.82 What is this set-up worth??? ONE VECTREX SYSTEM with the following: GAME CARTRIDGES: * Cosmic Chasm (w/overlay) * Pole Position (w/overlay) * Hyper Chase (w/overlay) * Scramble (w/overlay) * Armor Attack (w/overlay) * Melody Master (without overlay) ADDITIONAL OVERLAYS: * Polar Rescue * Minestorm ADDITIONAL MANUALS: * Art Master * Owner's Manual * "Passport" Manual ?? MISSING COMPONENTS: * Joystick controller I still have the Vectrex system I received as a Birthday present back in 1982. My wife would dearly love for me to part its company. I live in the North Dallas, Texas area. I actually know of someone who might be interested, but I have no idea of how much to ask. Please help. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!mr.net!chi-news.cic.net!news.nd.edu!news From: robert rafac Newsgroups: rec.games.vectrex Subject: Re:tune-up gone awry Date: Sat, 18 Jan 1997 17:54:17 -0500 Organization: University of Notre Dame Lines: 39 Distribution: inet Message-ID: <32E15499.16EF@pesto.phys.nd.edu> NNTP-Posting-Host: pesto.phys.nd.edu Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0 (X11; I; SunOS 5.5 sun4u) I managed to restore the machine to good operating condition by replacing the original 0.0047 uF caps...for some reason beyond my comprehension only the original caps gave an appropriate text display. Replacing these with new metal film caps of the exact value (down to 1 % using a precision capacitance meter!) gave mangled text. I could see on the scope that the integrators were not ramping properly on the first line of each raster section, but were fine for the rest of it. So the service manual is wrong, there needs to be a 0.0047 uF cap at C304 to balance the response (I think this should scale with that other integrator between the DAC and the MUX, but I don't have the manual in front of me). The other two didn't seem to matter but I put them back anyway. The other problems (minestorm etc) were due to the integrators hitting the rail at the screen edge with the new caps which were a tad too small, so I increased their values by about 50% and compensated for the smaller size with the horiz/vert size on the power board. This improved the jitter even beyond the gains that came from the new integrating caps. This whole thing has me curious as to how text is drawn...anyone volunteer an explaination? ******************************************************************************** Robert J. Rafac All phenomena dependent on conditionality Dept. of Physics/Notre Dame are devoid of self-nature. rrafac@pesto.phys.nd.edu This being the proclamation, 219-631-5641 what could be more wonderful? ******************************************************************************** + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!newsgate.cuhk.edu.hk!news.glink.net.hk!uunet!in1.uu.net!204.245.3.50!news.primenet.com!nickb From: nickb@primenet.com (Nick S Bensema) Newsgroups: rec.games.vectrex Subject: Copies of overlays Date: 18 Jan 1997 23:55:03 -0700 Organization: Primenet (602)416-7000 Lines: 17 Message-ID: <5bsgg7$9uv@nnrp1.news.primenet.com> X-Posted-By: nickb@206.165.5.107 (nickb) It is rumored that overlays can be copied. Actually, it's a FAQed fact. I don't have any originals to work from, so I'd like to know if I could buy a batch of copies from anyone who has done this successfully. This is also an opportunity for those who have tried and failed to cry out against the quality of copied overlays, and those who have tried and succeeded to defend it. -- N i c k B e n s e m a < n i c k b @ p r i m e n e t . c o m > ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 98-KUPD Red Card Holder #710563 WedSpc License #71.0563 + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!usenet.uchc.edu!pppd.uchc.edu!user From: carrano@sun.uchc.edu (Frank Carrano) Newsgroups: rec.games.vectrex,rec.games.video.classic Subject: FS: Vectrex in mint condition Date: 21 Jan 1997 05:02:53 GMT Organization: Univ of CT Health Center Lines: 16 Distribution: inet Message-ID: NNTP-Posting-Host: pppd.uchc.edu X-Newsreader: Yet Another NewsWatcher 2.1.2 Xref: csus.edu rec.games.vectrex:6393 rec.games.video.classic:70684 I have one Vectrex console with a perfect working joystick, no overlays. If you are interested, make me an offer. Frank carrano@sun.uchc.edu -- See ya, Thor T. Thor (the Thorty-Thord) carrano@sun.uchc.edu ---------------------------- "J.F.K.--The Man and the Airport" -- Suggested book title + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!cam-news-hub1.bbnplanet.com!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!news.sprintlink.net!news-peer.sprintlink.net!uunet!in1.uu.net!206.250.118.17!nntp.earthlink.net!usenet From: Micheal Polucha Newsgroups: rec.games.vectrex Subject: Auction M&T #6 Sunday classic games ER,R,U,C Date: Sun, 19 Jan 1997 01:34:12 -0800 Organization: Earthlink Network, Inc. Lines: 159 Distribution: inet Message-ID: <32E1EA94.1BC4@acm.org> Reply-To: mpolucha@acm.org NNTP-Posting-Host: max3-gg-ca-42.earthlink.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) Hopefully this will be the last time I change the rules. I have tried to make this easier so everyone can bid more easily. Here are my rules: This auction will last until January 31st by which time I will remove unbidded items and start the second phase (going once,twice, sold). Each day I will increase the status. Weekends don't count. A lot of these catridges are rare or extremely rare. I will also consider trades. I reserve the right to remove any item(s) from this auction. If you wish to purchase a game immediately contact me personally and perhaps we can make a deal. Payment will only be accepted as money order or cashier's check. Any questions, comments, suggestions can be sent to mailto:mpolucha@earthlink.net All catridges are SEALED,NEVER OPENED, and COMPLETE but without shrinkwrap unless otherwise stated. Any defects (if any) will be listed next to game. I have 2600/5200/Intellivision/Atari computer items for sale. I am always adding new items. 42 items in all. When bidding, bid on Item Number (ie. #24) I will use first part of email address for showing bids. Bidding increment rules are as follows: Item Price Bid Amount $1-5 $0.50 $5-10 $0.75 $10-20 $1.00 $20-40 $2.00 $40-80 $3.00 $80-infinity $5.00 You may bid above the minimum bid requirments if you wish. Buyer must pay shipping/handling and cost of packing materials where applicable. (styrofoam peanuts and foam padding free!) Descriptions included (sort of) 2600: #1 Burgertime AEL $3 bid (M Network) (shrinkwrapped) No. 4518 black upper left and blue lower right. 1982 Mattel #2 Burgertime Robb (DRS) $3 bid (M Network) (shrinkwrapped) #3 Bermuda Triangle A54BR9 $3.50 bid 116-007 Grey with color picture Data Age Inc. Supercharger: #4 Killer Satellites AEL $5 bid (shrinkwrapped) Front black/picture back oranage/red 1982 Starpath 5200 Carts: #5 Rescue on Fractalus! AEL $8 bid White box picture logo Atari/Lucasfilm 1984 (same as on webpage will post link) #6 Rescue on Fractalus! $8 min #7 Rescue on Fractalus! AEL $6 bid (open - complete) #8 Rescue on Fractalus! A54BR9 $4.50 bid (loose) #9 Gremlins AEL $8 bid grey with picture logo 1986 Atari #10 Ballblazer AEL $5 bid White box / picture logo Atari/Lucasfilm 1984 #11 Ballblazer KINGKONG $5 bid #12 Choplifter! AEL $4 bid grey box #13 Choplifter! AEL $4 bid #14 Vanguard AEL $4 bid grey box #15 Vanguard KINGKONG $4 bid #16 Pole Position AEL $3 bid (shrinkwrapped) grey box #17 Galaxian AEL $3 bid grey box Not on hand (I will get it when I get a bid): #18 Missile Command AEL $3 bid grey box #19 Dig Dug AEL $3 bid grey box #20 Ms. Pac-Man AEL $3 bid (shrinkwrapped) grey box #21 Kangaroo A54BR9 $2.50 bid (maybe shrinkwrapped) grey box #22 Star Raiders AEL $3 bid (shrinkwrapped) grey box #23 Centipede AEL $2 bid (shrinkwrapped) grey box #24 Pac-Man $3 min (shrinkwrapped but slightly squished) grey box Intellivision: #25 Football $3 min (shrinkwrapped) white with blue trim #26 Football $3 min (shrinkwrapped) #27 Las Vegas Roulette $3 min (shrinkwrapped) white with green trim #28 AD&D Treasure of Tarmin CORPHQ $3.50 bid (shrinkwrapped) white / red trim #29 AD&D Treasure of Tarmin JL222 $3 bid (shrinkwrapped) #30 Space Hawk $3 min (shrinkwrapped) picture / blue trim #31 Space Battle $3 min (shrinkwrapped) white / blue trim #32 Star Strike $3 min (shrinkwrapped) picture / blue trim #33 Sea Battle $3 min (shrinkwrapped) picture / blue trim With Intellivoice: #34 Space Spartans $3 min (shrinkwrapped) gold #35 Space Spartans $3 min (shrinkwrapped) #36 Bomb Squad $3 min (shrinkwrapped) gold #37 Bomb Squad $3 min (shrinkwrapped) Atari 400/800/1200: #38 Frogger KINGKING $3 bid (shrinkwrapped) gold - Parker Brothers #39 Frogger KINGKONG $3 bid (shrinkwrapped) #40 Astrochase $5 min (shrinkwrapped) gold - Parker Brothers #41 Astrochase KINGKONG $5 bid (shrinkwrapped) #42 Star Wars Return of the Jedi Death Star Battle KINGKONG $10 bid (box looks old) gold - Parker Brothers Things I want: 5200 system (complete) 7800 system (complete) Vectrex system (complete) Any other game systems (not just classic) Current orders are being processed as fast as I can so please be patient. I am making a database and trying to get everything organized. By Friday evening I should have most orders ready (prices calculated and all packing done). If you live in the Orange County, California, USA area and would like to get together or something then email me at: mpolucha@earthlink.net God Bless you, Tim Polucha Handy Capable Ministries http://home.earthlink.net/~mpolucha/hcm + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!news.sprintlink.net!news-peer.sprintlink.net!vixen.cso.uiuc.edu!news.indiana.edu!copper.ucs.indiana.edu!jison From: jison@ucs.indiana.edu (james samuel ison) Newsgroups: rec.games.vectrex Subject: Emulators? Date: 21 Jan 1997 14:38:32 GMT Organization: Indiana University, Bloomington Lines: 18 Message-ID: <5c2kd8$p63@dismay.ucs.indiana.edu> NNTP-Posting-Host: copper.ucs.indiana.edu NNTP-Posting-User: jison X-Newsreader: TIN [version 1.2 PL2] Can anyone point me in the direction of the emulators, and game archives? I'm a newbie on the group and haven't seen the info yet. I used to have a vectrex as a kid and LOVED it. would like to play again. P.S. any Emulators for the Macintosh? Please respond by e-mail as well so I'll get the message JIM -- ---- "Queens Don't Make Bargains"--Lewis Carroll. James S. Ison jison@ucs.indiana.edu University Computing Services/DSL --Consultant --Web Master + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-peer.gsl.net!news.gsl.net!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!mindspring!uunet!in2.uu.net!140.142.64.3!news.u.washington.edu!saul5.u.washington.edu!howald From: William Howald Newsgroups: rec.games.vectrex Subject: Re:tune-up gone awry Date: Sun, 19 Jan 1997 03:53:16 -0800 Organization: University of Washington Lines: 29 Distribution: inet Message-ID: References: <32E15499.16EF@pesto.phys.nd.edu> NNTP-Posting-Host: saul5.u.washington.edu Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII NNTP-Posting-User: howald To: robert rafac In-Reply-To: <32E15499.16EF@pesto.phys.nd.edu> On Sat, 18 Jan 1997, robert rafac wrote: > I managed to restore the machine to good operating condition by > replacing > the original 0.0047 uF caps...for some reason beyond my comprehension > only > the original caps gave an appropriate text display. Old stuff is finicky! > > This whole thing has me curious as to how text is drawn...anyone > volunteer an explaination? Try turning up the brightness to see ALL the trace lines... then play Vector Vaders or Star Castle... It really shows the text drawing too... Aaron Howald > > > ******************************************************************************** > Robert J. Rafac All phenomena dependent on > conditionality > Dept. of Physics/Notre Dame are devoid of self-nature. > rrafac@pesto.phys.nd.edu This being the proclamation, > 219-631-5641 what could be more wonderful? > ******************************************************************************** > > + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!news.voicenet.com!news From: chrisr@netaxs.com (chris) Newsgroups: rec.games.vectrex Subject: Re: Unpleasant News From PcJohn (Vectrex Developer) Date: 19 Jan 1997 15:41:08 GMT Organization: Net Access - Philly's Original Internet Provider Lines: 165 Distribution: inet Message-ID: <5btfak$4a1@news1.voicenet.com> References: <5bllgk$9gu@news.monmouth.com> NNTP-Posting-Host: phila75-pri.voicenet.com Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Newsreader: WinVN 0.99.7 I thought they were being rather nice. Consider this, last year we were all saying how this stuff is obsolete and that no more money was to be made on this old stuff. Yet, activision, taito, williams, universal, atari etc have been makeing hundreds of thousands (if not millions) on old arcade packs. So to say that the money river is done is probably a dumb statement. Perhaps someone has approached theese people with offers to license some of the old vectrex games for a nostalgia pack. anyway just my 2 cents chris In article <5bllgk$9gu@news.monmouth.com>, pcjohn@monmouth.com says... > >Well folks, I can't tell you how much I've enjoyed developing >new Vectrex games over the past year. > >But with all things, sooner or later some spoil sport has to come >along and throw a wrench into the works. > >Below is a copy of an E-Mail that I received today, followed >by the reply which I just sent out. > >I can't even put into words how angry I am with this right now, so >I'm not going to say anything more on the subject. When I cool down >in a few days, I will post some follow up to this and let everyone know >what's going on. > >In the meantime, anyone who would like to reply with their >comments would definitely help me on what decisions I will have to make. > >John Dondzila > >Separator--------------------------------- > >>From: pcjohn@crisp.net >>Date: Tue, 14 May 1996 20:58:31 GMT >>Newsgroups: rec.games.vectrex >>Subject: Patriots for Vectrex > >>PATRIOTS - For The Vectrex Arcade System >>---------------------------------------- > >>After what seemed like an endless wait, I am pleased to announce >>that I am now taking orders for Vectrex Patriots. >>.... > >Have you sent copies of your new games to Smith Engineering as per their >request? Here is a portion of Jay Smith's letter which gave us the right >to "play" (non-commercially) with Vectrexes: > >------------ cut here ------------ cut here ------------ cut here >------------ > October 27, 1992 >Dear Dr. Calhoun: > >I recently received a copy of your letter of September 14th to Milton >Bradley regarding the Vectrex Arcade System. I am proud to say that >Smith Engineering is the original developer of the Vectrex system and >programmed a number of the original cartridges. The rights to the >system have been returned to us after production ceased at the Milton >Bradley Company. > >It is a great pleasure to hear from a group of dedicated Vectrex users. >Obviously, it is a great favorite of ours and has a significant place in >our Hall of Fame of toy and game products. We are happy to grant you >the right to continue your personal hobby of using and enhancing the >game system, as long as it is for your personal use and not a commercial >enterprise; in fact, we would be anxious to see your improvements. This >permission extends to the right to copy and distribute the instruction >booklets and service manuals, and to duplicate and/or create game ROM's >for your personal use. When the opportunity arises, please send us a >ROM sample of your work. > >At some point in the future I would be happy to discuss the history of >Vectrex and some of the stillborn ideas to further enhance the system. >At one time we had considered a color version and there were even plans >for a handheld version. Unfortunately, neither came to fruition. > >I look forward to hearing of your progress. > > Sincerely yours, > > [signature of Jay Smith] > > Jay Smith > >/df >cc: Ms. Eileen Mooney > Hasbro,Inc., Legal Department >------------ cut here ------------ cut here ------------ cut here >------------ > >If you have not done so but would consider doing so, I volunteer to >continue to be the "gofer" between Vectrex-lovers and Smith Engineering. >What's more, I'll even share half the costs of your building carts for them! >(In other words, I'm willing to put [some of] my money where my mouth is.) > >And while I'm at it, I'd even buy one of each of your carts for my son, >whose Vectrexen are still stored in my attic, and on whose behalf I >contacted Smith Engineering in the first place. (Actually, I considered >"playing" with the Vectrex myself but just never found the time. However, >I'm retiring in nine days; maybe.... ) > >--Myron A. Calhoun. ># Five boxes preserve our freedoms: soap, ballot, witness, jury, and >cartridge ># PhD EE; Assoc. Prof.; W0PBV (913) 532-6350 work 532-7353 fax 539-4448 >home ># NRA Life Member and Certified Instructor (Home Firearm Safety, Rifle, >Pistol) > >*** MY REPLY *** > >I'm very disturbed by this letter that you sent me. > >What do you think I am, some kind of giant corporation >out to make millions of dollars ? > >No, I'm not. If you had actually followed all the usenet >posts that I have made over the last year, my Vectrex game development >has been a hobby to be enjoyed by everyone. > >I spend several months of my part time work to fully write and >debug a Vectrex game. > >I do not charge money for the games which I write. The $20 >I charge for games covers my materials cost, packaging and shipping. >Whatever was left went to pay for the various hardware (EPROM emulator, >EPROM burner, supplies, etc.) > >The binary images for the first 2 games (as well as the source code) are >freely distributable on the net and readily available to anyone who wants >them. > >If you or Smith Engineering want a copy of any of my games, then feel free >to visit my web page below for further instructions. > >-- > >John Dondzila >** New E-Mail Address : pcjohn@monmouth.com >** New Web Page : http://www.monmouth.com/~pcjohn/ > > + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!news.ucdavis.edu!info.ucla.edu!nnrp.info.ucla.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!cs.utexas.edu!uwm.edu!spool.mu.edu!munnari.OZ.AU!bunyip.cc.uq.oz.au!janus.cqu.edu.au!cq-pan.cqu.EDU.AU!waynem1 From: waynem1@cq-pan.cqu.edu.au (Wayne Morellini) Newsgroups: rec.games.vectrex Subject: Re: BIG SCREEN VECTREX! Date: 21 Jan 1997 06:39:32 GMT Organization: Central Queensland Public Access Network (CQ-PAN) Lines: 39 Distribution: inet Message-ID: <5c1ob4$adp@janus.cqu.edu.au> References: NNTP-Posting-Host: cq-pan.cqu.edu.au X-Newsreader: TIN [version 1.2 PL2] Joey McDonald (Joey.McDonald@209-254-8.genesplicer.org) wrote: : In a message of 10 Jan 97 Nick S Bensema wrote to All: : >>> You are aware of the mini LCD big-screen projectors (such as the : >>> Fujix P401 (up to 40") and the P701 (up to 100"). These units : >>> are about as big as a camcorder and can project a bright, crisp : >>> BIG SCREEN image on any white surface. : : >> I'm really confused... : : NSB> Especially since the cost is still prohibitive (multi-thousand) even : NSB> if it does work. I don't know any cheap big-screen projectors, else : NSB> I'd own one. : : Well, the big screen projectors I'm talking about range from $300-$700. : Not bad for a 100" picture :) I beleive SHARP made such a projector and : discontinued it (I beleive the first unit did not have as bright an : image as they wanted.. which is a problem with such a small LCD type : projector). I've seen the discontinued model for sale through : close-out outlets in Video magazine for UNDER $300. : : NSB> Or design a video chip that accepts deflection signals as input and : NSB> a raster signal as output. : : NSB> It would be possible, but it would also take an electronics design : NSB> genius. : : Ah-hah.. so I wasn't completely wrong... just overstepping the : bounds of credibility a bit :) Look up Micro Mirror Device at Texas Instruments (but it does not use deflection signals). Wayne. : : Joey McDonald -- + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!hunter.premier.net!worldnet.att.net!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!portc02.blue.aol.com!audrey01.news.aol.com!not-for-mail From: waltdg@aol.com (WaltDG) Newsgroups: rec.games.vectrex Subject: DVE1.20 Bedlam overlays finished... Date: 21 Jan 1997 17:09:34 GMT Organization: AOL http://www.aol.com Lines: 12 Distribution: inet Message-ID: <19970121170901.MAA18151@ladder01.news.aol.com> NNTP-Posting-Host: ladder01.news.aol.com X-Admin: news@aol.com It along with my Patriots and Ripoff overlays are at: http://members.aol.com/WaltDG/waltvol.html As I mention on the page I can't (without a lot of trouble anyway) make the overlays for the two highest resolutions. I'd like to know what resolution you (the users of the emulator) usually use (0,1,2,3, or 4). I'm going to try to finish one set of overlays a week, but I might not be able to do so. Also, I'll make a FAQ telling how to make them. Walt + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!news.ucdavis.edu!info.ucla.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!su-news-hub1.bbnplanet.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!uunet!in2.uu.net!198.6.9.51!news.thepoint.net!news.iquest.net!ind-0007-30 From: khorton@iquest.net (Kevin Horton) Newsgroups: rec.games.vectrex Subject: Re: Unpleasant News From PcJohn (Vectrex Developer) Date: 21 Jan 1997 07:23:13 GMT Organization: IQuest Network Services Lines: 48 Message-ID: <5c1qrk$l2o_002@ind-0007-30.iquest.net> References: <5bllgk$9gu@news.monmouth.com> <5bltpl$5uj@nnrp1.news.primenet.com> <5bo1cp$qp3@news.monmouth.com> <5briq2$fef@newnews.metronet.com> NNTP-Posting-Host: ind-0002-1.iquest.net X-Newsreader: News Xpress Version 1.0 Beta #4 In article <5briq2$fef@newnews.metronet.com>, rik@metronet.com (RiK) wrote: >John Dondzila (pcjohn@monmouth.com) wrote: [snip] >He is the one that took the time and effort to contact Smith Engineering >in the first place and ask for permission to use the Vectrex and it's >ROMs. If you notice, the letter from Smith is addressed to Dr. Calhoun, >the person who sent you the original letter. So from that point of >view, he probably feels some responsibility to remind people of the >conditions and polite requests of the system's original developers. > >: The impression I still get is that he -originally- thought I'm producing >: hundreds or thousands of these carts (look at the part where he >: generously offers to help pay for building carts). > >He generously offered to help pay for building the _one_ cart that you >could send to Smith Engineering, just in case you didn't think it worth >your time (or wahtever) to build one to give away. I've made multi-carts >for the Vectrex before, and I know that hand building these tings can >be a real pain, so he was probably just giving you a little extra >encouragement to send one (of each) to Smith. > >Again, this is just how I interpreted that letter. I just think that >he wants to show off to Smith what the Vectrex fans are still doing with >systems after all these years... :) Yeah; I'd be honoured to have the original developers contact me about the classic platform I were writing games for!!! It may even be good, since I could glean more tech knowledge about the platform to make the games better. >To my knowledge, no one is writing >games for any of the other classic systems any more (I could be wrong >tho, but i haven't heard of any...) It's kind of cool to keep these things >alinve like this... Well, I wrote a Coleco game awhile back; started it in 1995 and finished it early '96. The game's called Kevtris, and is a nifty multi-optioned single/ dual player Tetris clone. There are lots of configurable options, as well as a great sound track. They're $23 a pop (includes shipping anywhere in the US and Canada). You can snag a ROM image of it for the emulator on my Web page, or order one there. http://www.iquest.net/~khorton/index.htm Follow the Kevtris link. This also houses my ever-growing Classic Gaming Tech homepage; with full Vec and Coleco documentation to follow. :-) + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!news.ucdavis.edu!info.ucla.edu!nnrp.info.ucla.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!newsfeeds.sol.net!mr.net!nntp.earthlink.net!usenet From: Micheal Polucha Newsgroups: rec.games.vectrex Subject: Auction M&T #7 Monday Night classic games! Date: Mon, 20 Jan 1997 23:18:59 -0800 Organization: Earthlink Network, Inc. Lines: 156 Distribution: inet Message-ID: <32E46DE3.4C53@acm.org> Reply-To: mpolucha@acm.org NNTP-Posting-Host: cust68.max67.los-angeles.ca.ms.uu.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) Hopefully this will be the last time I change the rules. I have tried to make this easier so everyone can bid more easily. Here are my rules: This auction will last until January 31st by which time I will remove unbidded items and start the second phase (going once,twice, sold). Each day I will increase the status. Weekends don't count. A lot of these cartridges are rare or extremely rare. I will also consider trades. I reserve the right to remove any item(s) from this auction. If you wish to purchase a game immediately contact me personally and perhaps we can make a deal. Payment will only be accepted as money order or cashier's check. Any questions, comments, suggestions can be sent to mailto:mpolucha@earthlink.net All catridges are SEALED,NEVER OPENED, and COMPLETE but without shrinkwrap unless otherwise stated. Any defects (if any) will be listed next to game. I have 2600/5200/Intellivision/Atari computer items for sale. I am always adding new items. There are 42 items in all. When bidding, bid on Item Number (ie. #24) I will use first part of email address for showing bids. Bidding increment rules are as follows: Item Price Bid Amount $1-5 $0.50 $5-10 $0.75 $10-20 $1.00 $20-40 $2.00 $40-80 $3.00 $80-infinity $5.00 You may bid above the minimum bid requirments if you wish. Buyer must pay shipping/handling and cost of packing materials where applicable. (styrofoam peanuts and foam padding free!) Descriptions included (sort of) 2600: #1 Burgertime AEL $3 bid (M Network) (shrinkwrapped) No. 4518 black upper left and blue lower right. 1982 Mattel #2 Burgertime Robb (DRS) $3 bid (M Network) (shrinkwrapped) #3 Bermuda Triangle A54BR9 $3.50 bid (box a little damaged..old) 116-007 Grey with color picture Data Age Inc. Supercharger: #4 Killer Satellites AEL $5 bid (shrinkwrapped) Front black/picture back oranage/red 1982 Starpath 5200 Carts: #5 Rescue on Fractalus! AEL $8 bid White box picture logo Atari/Lucasfilm 1984 #6 Rescue on Fractalus! $8 min #7 Rescue on Fractalus! AEL $6 bid (open - complete) #8 Rescue on Fractalus! A54BR9 $4.50 bid (loose) #9 Gremlins AEL $8 bid grey with picture logo 1986 Atari #10 Ballblazer AEL $5 bid White box / picture logo Atari/Lucasfilm 1984 #11 Ballblazer KINGKONG $5 bid #12 Choplifter! AEL $4 bid grey box #13 Choplifter! AEL $4 bid #14 Vanguard AEL $4 bid grey box #15 Vanguard KINGKONG $4 bid #16 Pole Position AEL $3 bid (shrinkwrapped) grey box #17 Galaxian AEL $3 bid grey box Not on hand (I will get it when I get a bid): #18 Missile Command AEL $3 bid grey box #19 Dig Dug AEL $3 bid grey box #20 Ms. Pac-Man AEL $3 bid (shrinkwrapped) grey box #21 Kangaroo A54BR9 $2.50 bid (maybe shrinkwrapped) grey box #22 Star Raiders AEL $3 bid (shrinkwrapped) grey box #23 Centipede AEL $2 bid (shrinkwrapped) grey box #24 Pac-Man $3 min (shrinkwrapped but slightly squished) grey box Intellivision: #25 Football $3 min (shrinkwrapped) white with blue trim #26 Football $3 min (shrinkwrapped) #27 Las Vegas Roulette $3 min (shrinkwrapped) white with green trim #28 AD&D Treasure of Tarmin CORPHQ $3.50 bid (shrinkwrapped) white / red trim #29 AD&D Treasure of Tarmin JL222 $3 bid (shrinkwrapped) #30 Space Hawk $3 min (shrinkwrapped) picture / blue trim #31 Space Battle $3 min (shrinkwrapped) white / blue trim #32 Star Strike $3 min (shrinkwrapped) picture / blue trim #33 Sea Battle $3 min (shrinkwrapped) picture / blue trim With Intellivoice: #34 Space Spartans $3 min (shrinkwrapped) gold #35 Space Spartans $3 min (shrinkwrapped) #36 Bomb Squad $3 min (shrinkwrapped) gold #37 Bomb Squad $3 min (shrinkwrapped) Atari 400/800/1200: #38 Frogger KINGKING $3 bid (shrinkwrapped) gold - Parker Brothers #39 Frogger KINGKONG $3 bid (shrinkwrapped) #40 Astrochase $5 min (shrinkwrapped) gold - Parker Brothers #41 Astrochase KINGKONG $5 bid (shrinkwrapped) #42 Star Wars Return of the Jedi Death Star Battle KINGKONG $10 bid (box looks old) gold - Parker Brothers Things I want: 5200 system (4-port only) currently checking on an offer for 3 RoF's and 3 of my Choplifters...if you think you have a better deal run it by me. 7800 system (complete) Vectrex system (complete) nintendo (complete) Any other game systems (not just classic) Current orders are being processed as fast as possible, so please be patient. I am making a database and trying to get everything organized. If you live in the Orange County, California, USA area and would like to get together or something then email me at: mpolucha@earthlink.net God Bless you, Tim Polucha Handy Capable Ministries http://home.earthlink.net/~mpolucha/hcm A hand up, not a hand out. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csusac!shadow.CSUFresno.EDU!newshub.csu.net!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!feed1.news.erols.com!howland.erols.net!EU.net!uknet!usenet1.news.uk.psi.net!uknet!dispatch.news.demon.net!demon!rflect.demon.co.uk!not-for-mail From: shaun Newsgroups: rec.games.vectrex Subject: Vectrex Emulator and Overlays - HELP! Date: Mon, 20 Jan 1997 12:56:21 +0000 Organization: Reflections Software Lines: 29 Message-ID: <32E36B75.15FB@rflect.demon.co.uk> NNTP-Posting-Host: rflect.demon.co.uk X-NNTP-Posting-Host: rflect.demon.co.uk X-Mailer: Mozilla 3.0 (X11; I; IRIX 5.3 IP22) MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Hi all! Please could someone out there inform me as to how I go about creating overlays for teh Vectrex emulator? I have read the docs pertaining to the .vol and .pcx files, and have tried some overlays but none seem to work! I have obtained the scanned overlay files from an FTP site (forget the name right now) and want to get them working! If anyone can help, please mail me at this address as I don't check news too often. Thanks. Shaun -- |\/\/\/\/\/| | | | + ---------------------------------------------------+ | | --== Shaun Stephenson =-- | | __ __| Softimage Animator / Artist, Reflections Software | | / \/ \ EMAIL: shaun@marino13.demon.co.uk (home) | | (o )o ) shaun@rflect.demon.co.uk (office) | /C \__/ --. Tel: +44 (01642) 251450 (home) | \_ , -' +44 (0191) 4824494 (office) | | '\_______) | | _) ---------------------------------------------------+ | | /`-----'\ / \ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!su-news-hub1.bbnplanet.com!cpk-news-hub1.bbnplanet.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!uunet!in2.uu.net!205.164.220.8!news.monmouth.com!news From: pcjohn@monmouth.com (John Dondzila) Newsgroups: rec.games.vectrex Subject: Re: Unpleasant News From PcJohn (Vectrex Developer) Date: Mon, 20 Jan 1997 00:16:00 GMT Organization: Arcade's Are Us Lines: 75 Distribution: inet Message-ID: <5budjv$kf0@news.monmouth.com> References: <5bllgk$9gu@news.monmouth.com> <5bltpl$5uj@nnrp1.news.primenet.com> <5bo1cp$qp3@news.monmouth.com> Reply-To: pcjohn@monmouth.com NNTP-Posting-Host: pa-ppp18.monmouth.com X-Newsreader: Forte Free Agent 1.0.82 >It would have been nice had he also posted my reply to his "I'm all riled >up" note, 'cause it was not my intention to rile him. So here it is: First of all, I intended to, along with an apology for posting the original note in public. (Consider this it). Second, I still stand behind my reasons for why I did it. I have had some nasty mail over the last month from some of the whackos out there, including some jackass who threatened to E-Mail bomb my server unless I didn't give him the source code to some of my QB games. (And no, he didn't get what I wanted). However, I'm a bit paranoid, and I do tend to get "riled" over even little things. I absolutely stink when it comes to P.R., and it's only a matter of time before I manage to rub everyone's fur the wrong way. As I said before, it's how one interprets your original letter, and I probably could have done a better job interpreting it. >>> At some point in the future I would be happy to discuss the history of >>> Vectrex and some of the stillborn ideas to further enhance the system. >>> At one time we had considered a color version and there were even plans >>> for a handheld version. Unfortunately, neither came to fruition. I seriously doubt this, there are individuals in the classic gaming field with plenty of friends, if this information existed, I think we would know about it by now. >Wouldn't you like to learn: > * More about the Vectrex > * About "some of the stillborn ideas to further enhance the system" > * About the color version > * About the handheld version Nope. >And who knows WHAT ELSE might be available IF "we" (especially developers >such as you) keep "our" side of the "bargain": Again, being mildly paranoid, and completely distrustfull of any business, I just don't believe this. Now, this is the part that I got "riled" about: > "We are happy to grant you the right to continue your personal hobby > of using and enhancing the game system, as long as it is for your > personal use and not a commercial enterprise; in fact, we would be > anxious to see your improvements. This permission extends to the right > to copy and distribute the instruction booklets and service manuals, > and to duplicate and/or create game ROM's for your personal use. > When the opportunity arises, please send us a ROM sample of your work. If you just said, "have you considered showing your work to ....", etc etc etc instead of quoting this precious letter of yours, I wouldn't have taken it so offensively. >You wondered whether ** I ** had been following the Vectrec newsgroup; >apparently YOU haven't been reading it all that often or all that well, >for I posted Jay Smith's letter 'way back in 1992 right after I received >it, and I've posted it periodically since then, the most-recent time >being right after the "has the patent expired" thread. Okay, so what else have you contributed besides the Jay Smith letter ? >Legal obligation? No. >Moral obligation? Perhaps. (I think so, or I wouldn't have mentioned it). Again, with or without Smith, someone would have dumped the ROMs eventually and figured out how the thing works. I don't feel morally bound to them for their "generous contribution". -JD + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!hunter.premier.net!worldnet.att.net!ix.netcom.com!news From: tofull@ix.netcom.com(T. Fuller) Newsgroups: rec.games.vectrex Subject: FS: Vectrex + 10 carts Date: 22 Jan 1997 02:06:21 GMT Organization: Netcom Lines: 27 Distribution: inet Message-ID: <5c3smt$p7c@sjx-ixn6.ix.netcom.com> NNTP-Posting-Host: atl-ga10-13.ix.netcom.com X-NETCOM-Date: Tue Jan 21 6:06:21 PM PST 1997 1 Vectrex system, 1 controller, original box (small hole on one side), owner's manual, all manuals are in very good condition includes the following: Minestorm overlay Armor Attack cart, overlay Berzerk cart, overlay Blitz cart, overlay, manual Cosmic Chasm cart, overlay, manual Heads Up cart, overlay Hyper Chase cart, overlay Scramble cart, overlay, manual Solar Quest cart, overlay Spike cart, overlay, manual Spinball cart, overlay (chipped-lower left), manual I am looking for the highest offer over $200 + postage costs. Please send any questions or offers to tofull@ix.netcom.com Thanks, Todd Fuller tofull@ix.netcom.com Note: I had previously accepted an offer on this system, but the buyer backed out of the deal. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!uunet!in1.uu.net!206.250.118.17!nntp.earthlink.net!usenet From: Aaron Connor Newsgroups: rec.games.vectrex Subject: FS: Vectrex Date: Mon, 20 Jan 1997 01:06:06 -0800 Organization: Studio Cat Productions Lines: 2 Distribution: inet Message-ID: <32E3357E.1795@earthlink.net> Reply-To: studiocat@earthlink.net NNTP-Posting-Host: max2-so-ca-39.earthlink.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0 (Macintosh; I; 68K) I have a perfect woking condition vectrex that I'll be taking offers on. No games or overlays. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!news.ucdavis.edu!info.ucla.edu!nnrp.info.ucla.edu!ucsbuxb.ucsb.edu!nntp.ucsb.edu!nntp.ucsb.edu!news From: jasonbar@rose.ucsb.edu (Jason D. Bardis) Newsgroups: rec.games.vectrex Subject: Re: i have vecrex, for sale ? Date: 21 Jan 1997 12:38:22 -0800 Organization: University of California, Santa Barbara Lines: 20 Distribution: inet Message-ID: <5c39fu$5r9@rose.ucsb.edu> References: <01bc05b0$82192440$4f1370cf@pioneer.skylinc.net> <5bs8fa$oud@nnrp1.news.primenet.com> NNTP-Posting-Host: rose.ucsb.edu nickb@primenet.com (Nick S Bensema) writes: >In article <01bc05b0$82192440$4f1370cf@pioneer.skylinc.net>, >DAVE wrote: >>lock and chase > ^^^^^^^^^^^^^^ >Lock and chase was made for the Vectrex? No, not for the Vectrex. For the Vecrex, the evil twin brother of Vectrex. -Jason -- Jason Bardis(jasonbar@nut.ucsb.edu www.engineering.ucsb.edu/~jasonbar) The Simpsons.3DO.cycling.PWEI.LEGO.Tit Wrench.Battle of the Planets.Star Wars. autocrosses/rallyes.Atari.mechanical engineering.Ministry.Tempest.NIN. The Jitterbug.Bill Gibson.Robot Wars.Tim Burton.The Cult.fried cheese. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!su-news-hub1.bbnplanet.com!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!feed1.news.erols.com!insync!uunet!in3.uu.net!204.174.222.160!news.axionet.com!news.bctel.net!news From: Tursi Newsgroups: rec.games.vectrex Subject: Re: (etc) Programming Sources :) Date: Sun, 19 Jan 1997 20:00:49 -0800 Organization: BCTEL Advanced Communications Lines: 30 Message-ID: <32E2EDF1.4CF1@awinc.com> References: <32E157DF.27FE@awinc.com> Reply-To: mbrent@awinc.com NNTP-Posting-Host: pntn02m01-43.bctel.ca Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01Gold (Win95; I) > Thanks for the start, guys. I'm downloading the info now. I'll letcha > know what comes of it. :) Arg. Here's what's come of it so far: The zips I downloaded from Bruce Tomlin's page were corrupted (but I'm going to try again, no panic yet. I think I downloaded in ASCII mode. :) )... More importantly, the AS9 assembler I got from the Motorola site still doesn't appear the be "the one". In attempting to assemble Patriots' source, I got two "out of range branches". When I 'corrected' them (to shorter jumps, cause I just wanted to TEST the thing), the object code was of no use to me... it output an ASCII compatible hex-dump with, I suspect, tags and the like. *Finally*, I tried to identify the tags and checksum byte, and wrote a quick program to dump it to a binary file. Either the assembler or my program failed miserably, as there was no ASCII in the final file (ie: for title text and so on). *SO*, will someone, perhaps the coder of Patriots or Lander, please let me know what assembler they use, where to get it (or at least a name to search for), and whether any steps are required after assembly to produce a binary (ie: linking?). I have the game I wanna do in mind, just have to get to it. ;) Thanks much. :) + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!news.ucdavis.edu!info.ucla.edu!csulb.edu!hammer.uoregon.edu!hunter.premier.net!feed1.news.erols.com!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!newsfeed.internetmci.com!news.xnet.com!typhoon.xnet.com!not-for-mail From: skelly@typhoon.xnet.com (Sean Kelly) Newsgroups: rec.games.vectrex,rec.games.video.classic,rec.games.video.marketplace Subject: THE Auction - phase 4! [update] Date: 21 Jan 1997 23:08:07 GMT Organization: XNet - Chicagoland's Regional ISP (630) 983-6064 Lines: 379 Distribution: inet Message-ID: <5c3i8n$j8a@flood.xnet.com> NNTP-Posting-Host: typhoon.xnet.com X-Newsreader: TIN [UNIX 1.3 950824BETA PL0] Xref: csus.edu rec.games.vectrex:6418 rec.games.video.classic:70853 rec.games.video.marketplace:103976 [UPDATE] THE Auction - Phase #4 ---------------------- This is the largest of the four auctions in this series I've run so far and there's a ton of really great stuff here! The regular bidding portion of this auction will end on 1-28-97 at which point all auctioned items will enter a once, twice, sold format. Please be sure to read rule #2 in regards to the once, twice, sold portion of the auction! PLEASE READ THE RULES!!! I never read them either, but my auctions run a little differently than most you may have participated in. The items listed here STILL only scratch the surface of what's to come!!! Atari 2600 Rarities ------------------- Malagai..................................... $ 80 "Nicole" This one needs a little explaining. Malagai was never released but at some point in time a "tube" of Gauntlet and Malagai chips were dug up. Seeing as how you can't plug chips in to your 2600, these chips had to be put onto circuit boards in order to be of any use to anyone. So even though the game was made by Answer Software, it comes in an Atari casing without any label. The suspicious collector may be leary of this type of a cartridge, for fear of it being a copy of the game. BUT a quick turn of the phillips screw holding this case together will reveal the circuit board on which you will find a chip with the Answer part #AN-1001-00 (which is Malagai) and the Answer copyright notification. Believe me....NOBODY would be able to print on this chip even if they wanted to! I will be happy to include a voucher of authenticity with this cartridge and a picture of the chip itself is available at: http://www.xnet.com/~skelly/images/malchip.jpg Swordquest Waterworld....................... $ 85 "Buck" Not much needs to be said about this extremely rare Atari title. It's a loose cart and in MINT condition. Crazy Climber............................... $ 80 "Nicole" One of the most sought-after carts for the 2600! Loose cart in MINT condition! Mogul Maniac................................ $ 46 "Climber" Comes complete with BOX and INSTRUCTIONS...AND... the Joyboard controller! Smurfs Save the Day......................... $ 50 "Nicole" For use with the Coleco's KidVid controller. Loose cart in excellent condition. Also included are ALL THREE cassette audio tapes! The tapes are ORIGINALS and include their respective artwork. Raft Rider.................................. $ 6 "Cosmic" One of the rarer US Games title. Loose cart in good condition with original instructions. Up N Down................................... $ 45 "Clip" Not only the rarest of the Sega-released 2600 titles, but also a pretty fun game! Sea Hawk.................................... $ 20 "Cavern" Panda cart #108. Loose cart in good condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Scuba Diver................................. $ 25 "Buck" Panda cart #104. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Exocet...................................... $ 20 "Nicole" Panda cart #109. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Harbor Escape............................... $ 15 "Buck" Panda cart #???. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Atari 2600 "Strange-ities" -------------------------- The following batch of carts are kind of unusual. Many of them are Taiwanese rip-offs meaning they were originally released by another company and then pirated by a second company and sold under a different name with minorly altered graphics. In some cases they didn't even bother to change the graphics at all. There is almost never any indication of company name anywhere on the label or casing. What I have done is gather up a bunch of these type carts and am listing them here. Since sometimes the titles these companies choose have absolutely NOTHING to do with the game that is contained in the cartridge, I am listing what game these are pirated copies of. Since these can be confusing, I have also scanned all the labels and each one is available on the world wide web so you can take a look at it to make sure whether you have it or not. Farmer Dan.................................. $ 10 "Winter" Copy of : Gopher by US Games PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/farmer.jpg Wustenschlacht.............................. $ 10 "Winter" Copy of : At least "similar" to Sea Hawk by Panda PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/wusten.jpg Great Escape................................ $ 17 "Climber" Copy of : Lock N Chase by Mattel PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/ges.jpg Ski Hunt.................................... $ 16 "Climber" Copy of : Mogul Maniac by Amiga PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/ski_h.jpg Sea Hawk.................................... $ 20 "Cavern" Copy of : Sea Hawk by Panda PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/sea_h.jpg Laser Volley................................ $ 10 "Winter" Copy of : Flash Gordon PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/laser.jpg Turmoil..................................... $ 10 "Winter" Copy of : Turmoil by 20th Century PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/turmoil.jpg Mein Weg.................................... $ 10 "Winter" Copy of : Challenge by HES PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/mein.jpg Ocean City Defender......................... $ 10 "Winter" Copy of : Atlantis by Imagic PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/ocean.jpg Sea Monster................................. $ 11 "Climber" Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Open Sesame................................. $ 10 "Clove" Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Mission 3000................................ $ 10 "Clove" Copy of : Nothing - orignal game! PAL/NTSC : PAL Picture : label has no picure. Mr. Postman................................. $ 10 "Clove" Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Fox & Goat.................................. $ 11 "Climber" Copy of : Not really sure PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/foxg.jpg River Raid I................................ $ 16 "Nicole" Copy of : River Raid by Activision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/rr1.jpg Freeway..................................... $ 10 "Winter" Copy of : Freeway by Activision PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/freeway.jpg Die Springteufel............................ $ 10 "Winter" Copy of : Fast Eddie by 20th Century PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/die_s.jpg Condor Attack............................... $ 16 "Climber" Copy of : Condor Attack by Ultravision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/condor.jpg Robin Hood.................................. $ 14 "Climber" Copy of : Save Our Ship PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/robin.jpg Dschungel Boy............................... $ 10 "Winter" Copy of : Pitfall by Activision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/dschun.jpg Bobby Geht Nach Hause....................... $ 10 "Winter" Copy of : Bobby is Going Home PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/bobby.jpg ColecoVision ------------ Q*Bert's Qubes.............................. $ 43 "Data" At the very least, in the "top ten" of hard-to-find ColecoVision carts. Loose cart in very good condition with original instructions. Frogger II.................................. $ 11 "Data" One of the last few Parker Brothers releases for ColecoVision! Loose cart in excellent condition. James Bond 007.............................. $ 17 "Data" Another very hard to come by CV title. Comes complete with BOX and INSTRUCTIONS! Flipper Slipper............................. $ 32 "Data" SpectraVision rarity for CV. Comes complete with BOX and INSTRUCTIONS! It's Only Rock & Roll....................... $ 28 "Climber" Very hard to come by. Comes complete with BOX and INSTRUCTIONS! Miscellaneous ------------- Tetris by Tengen for the NES................ $ 40 "Divide" Complete in the box and in excellent condition! King of Kings by Wisdom Tree for the NES.... $ 17 "Climber" Rare bible-type NES game. Shrinkwrapped! Data Age RECORD............................. $ 25 "Climber" This is a 33rpm music record titled "Up to Now You've Had It Easy". The record itself depicts the five Data Age Atari 2600 titles incorporated into a very graphic layout on the record itself. The record has never been played and is enclosed in it's original packaging!! Atari Video Music Console................... $ 70 "Conquer" HIGHLY sought-after stereo component made by Atari. These are very hard to come by! Unit is in good condition. STRAIGHT SALE ITEMS ------------------- Everything listed below is for SALE at the price listed on a first-come-first-served basis. Vectrex: 3D IMAGERS!!....................... $350 Loose Imagers in excellent condition. 3D Minestorm and its color wheel are included. Vectrex: Web Warp........................... $ 50 This is the European version of Web Wars. This cartridge is brand new in the box. Vectrex: Fortress of Narzod................. $ 15 Loose cart. Vectrex: Star Castle........................ $ 25 Loose cart. Vectrex: Clean Sweep........................ $ 15 Milton Bradley European version. Loose cart. Odyssey 2 Videopac: #55 Neutron Star........ $ 40 SOLD! One of the harder to find Videopacs. The Rules --------- 1) EVERYONE will be ASSINGED an alias. I have a list of aliases typed in and will assign one to every bidder. 2) The "going once, twice, sold" portion of this auction MAY be limited in it's duration to keep this auction from dragging on and on. I have two options that I am considering in this regard. Items that have been going once or twice for an intentionally undisclosed amount of time will take the form of one or the other of the following two types of auctions: a) A sealed bid. Bidders that have PLACED BIDS duing the going once or twice portion of the auction will be asked to place a secret bid. Once all sealed bids are received, the highest bidder will be determined and will win the item. b) A random drawing. Bidders that have PLACED BIDS during the going once or twice portion of the auction will be eligible for the random drawing. The item will be offered in a random drawing to such bidders still interested in the item at the current high bid. c) The standard once, twice, sold format will be followed in general. Items going once will advance to going twice after one day. Items going twice will advance to going twice after one day. Items going twice will be considered SOLD after one day. 3) Do not bid on anything you don't intend to pay for! 4) Minimum bid increments: $ 1 - $10 : $1 $11 - $20 : $2 $21 - $50 : $3 $51 - $150 : $5 $151 & up : $10 5) Payment is expected to be received within two weeks of the auctions' close. Items not paid for within two weeks will possibly be offered to someone else at my discretion. 6) Basically, let's all use some common sense and courtesy... skelly@xnet.com http://www.xnet.com/~skelly/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!newsfeed.internetmci.com!HiWAAY.net!HiWAAY.net!not-for-mail From: lkseitz@HiWAAY.net (Lee Seitz) Newsgroups: rec.games.vectrex Subject: Re: Unpleasant News From PcJohn (Vectrex Developer) Date: 19 Jan 1997 11:45:25 -0600 Organization: HiWAAY Information Services Lines: 16 Distribution: inet Message-ID: <5btmjl$b3q@fly.HiWAAY.net> References: <5bllgk$9gu@news.monmouth.com> <5bltpl$5uj@nnrp1.news.primenet.com> <5bo1cp$qp3@news.monmouth.com> <5briq2$fef@newnews.metronet.com> Reply-To: lkseitz@hiwaay.net NNTP-Posting-Host: fly.hiwaay.net In article <5briq2$fef@newnews.metronet.com>, RiK wrote: >To my knowledge, no one is writing >games for any of the other classic systems any more (I could be wrong >tho, but i haven't heard of any...) Then let me make you aware of Okie Dokie, a *new* game for the Atari 2600. It's available in several formats at http://198.97.64.119/okie.htm. There are also others learning to program the 2600 thanks to the Supercharger CD (Stella gets a new brain). No true games, however, have come from them . . . *yet*! -- Lee K. Seitz * lkseitz@hiwaay.net * http://fly.hiwaay.net/~lkseitz/ Maintainer, Classic Video Games Nexus (http://fly.hiwaay.net/~lkseitz/cvg/nexus/) Dare2BStupid.O-.Finger4GeekCode.LiveLong&Prosper.MayTheForceBw/U.UpUp&Away! + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!news.ucdavis.edu!info.ucla.edu!csulb.edu!hammer.uoregon.edu!hunter.premier.net!worldnet.att.net!newsadm From: "C.E. Forman" Newsgroups: rec.games.vectrex Subject: Re: How much is this Vectrex worth?? Date: 22 Jan 1997 00:36:54 GMT Organization: BranMuffin World Conglomerate Lines: 17 Distribution: inet Message-ID: <5c3nf6$5u9@mtinsc04.worldnet.att.net> References: <5c0obu$enk@sf18.dseg.ti.com> NNTP-Posting-Host: 207.146.163.5 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 1.22ATT (Windows; U; 16bit) jfra@msg.ti.com (Jon) wrote: >What is this set-up worth??? From what you list, I'd put the price at between $225 and $275, depending on how well-used everything is. If you're willing to break this package up, I'd be interested in many of the carts, overlays, and manuals. -- C.E. Forman ceforman@worldnet.att.net Author of "Delusions", the 3rd place winner in the 1996 I-F Competition!! Now @ ftp://ftp.gmd.de/if-archive/games/competition96/delusns/DELUSION.Z5 Read "XYZZYnews" @ http://www.interport.net/~eileen/design/xyzzynews.html Ye Olde Infocomme Shoppe http://netnow.micron.net/~jgoemmer/infoshop.html + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!news1.best.com!newshub1.home.com!news.home.com!enews.sgi.com!arclight.uoregon.edu!mr.net!visi.com!hub.org!trends.ca!news1.bellglobal.com!sympatico.ca!not-for-mail From: Allan Goodall Newsgroups: rec.games.vectrex Subject: FAQ or Game List? Date: Sun, 19 Jan 1997 23:25:58 -0800 Organization: Sympatico Lines: 8 Distribution: inet Message-ID: <32E31E06.36B5@sympatico.ca> NNTP-Posting-Host: ppp1325.on.sympatico.ca Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 2.02E-SYMPA (Win16; I) I'm new to this newsgroup so I was wondering if there is a Vectrex FAQ or a list of known Vectrex games (both original Mattel games and others)? I have most (I might be missing one or two) of the Mattel games. I haven't played Vectrex in a couple of years but I'm in the middle of a nostalgia mood so I'm planning to fire it up soon. I was just wondering about the games made for the unit and their (possible) availability. Allan Goodall (Vectrex owner/player since 1983) + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!su-news-hub1.bbnplanet.com!cpk-news-hub1.bbnplanet.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!uunet!in1.uu.net!198.147.221.35!news.xnet.com!typhoon.xnet.com!not-for-mail From: skelly@typhoon.xnet.com (Sean Kelly) Newsgroups: rec.games.vectrex,rec.games.video.marketplace,rec.games.video.classic Subject: THE Auction - phase 4! [update] Date: 20 Jan 1997 23:17:38 GMT Organization: XNet - Chicagoland's Regional ISP (630) 983-6064 Lines: 375 Distribution: inet Message-ID: <5c0uei$5bm@flood.xnet.com> NNTP-Posting-Host: typhoon.xnet.com X-Newsreader: TIN [UNIX 1.3 950824BETA PL0] Xref: csus.edu rec.games.vectrex:6422 rec.games.video.marketplace:104059 rec.games.video.classic:70880 THE Auction - Phase #4 ---------------------- This is the largest of the four auctions in this series I've run so far and there's a ton of really great stuff here! The regular bidding portion of this auction will end on 1-28-97 at which point all auctioned items will enter a once, twice, sold format. Please be sure to read rule #2 in regards to the once, twice, sold portion of the auction! PLEASE READ THE RULES!!! I never read them either, but my auctions run a little differently than most you may have participated in. The items listed here STILL only scratch the surface of what's to come!!! Atari 2600 Rarities ------------------- Malagai..................................... $ 80 "Nicole" This one needs a little explaining. Malagai was never released but at some point in time a "tube" of Gauntlet and Malagai chips were dug up. Seeing as how you can't plug chips in to your 2600, these chips had to be put onto circuit boards in order to be of any use to anyone. So even though the game was made by Answer Software, it comes in an Atari casing without any label. The suspicious collector may be leary of this type of a cartridge, for fear of it being a copy of the game. BUT a quick turn of the phillips screw holding this case together will reveal the circuit board on which you will find a chip with the Answer part #AN-1001-00 (which is Malagai) and the Answer copyright notification. Believe me....NOBODY would be able to print on this chip even if they wanted to! I will be happy to include a voucher of authenticity with this cartridge and a picture of the chip itself is available at: http://www.xnet.com/~skelly/images/malchip.jpg Swordquest Waterworld....................... $ 85 "Buck" Not much needs to be said about this extremely rare Atari title. It's a loose cart and in MINT condition. Crazy Climber............................... $ 70 "Buck" One of the most sought-after carts for the 2600! Loose cart in MINT condition! Mogul Maniac................................ $ 43 "Data" Comes complete with BOX and INSTRUCTIONS...AND... the Joyboard controller! Smurfs Save the Day......................... $ 50 "Nicole" For use with the Coleco's KidVid controller. Loose cart in excellent condition. Also included are ALL THREE cassette audio tapes! The tapes are ORIGINALS and include their respective artwork. Raft Rider.................................. $ 6 "Cosmic" One of the rarer US Games title. Loose cart in good condition with original instructions. Up N Down................................... $ 40 "Nicole" Not only the rarest of the Sega-released 2600 titles, but also a pretty fun game! Sea Hawk.................................... $ 20 "Cavern" Panda cart #108. Loose cart in good condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Scuba Diver................................. $ 20 "Nicole" Panda cart #104. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Exocet...................................... $ 20 "Nicole" Panda cart #109. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Harbor Escape............................... $ 15 "Buck" Panda cart #???. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Atari 2600 "Strange-ities" -------------------------- The following batch of carts are kind of unusual. Many of them are Taiwanese rip-offs meaning they were originally released by another company and then pirated by a second company and sold under a different name with minorly altered graphics. In some cases they didn't even bother to change the graphics at all. There is almost never any indication of company name anywhere on the label or casing. What I have done is gather up a bunch of these type carts and am listing them here. Since sometimes the titles these companies choose have absolutely NOTHING to do with the game that is contained in the cartridge, I am listing what game these are pirated copies of. Since these can be confusing, I have also scanned all the labels and each one is available on the world wide web so you can take a look at it to make sure whether you have it or not. Farmer Dan.................................. $ 10 "Winter" Copy of : Gopher by US Games PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/farmer.jpg Wustenschlacht.............................. $ 10 "Winter" Copy of : At least "similar" to Sea Hawk by Panda PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/wusten.jpg Great Escape................................ $ 15 "Cavern" Copy of : Lock N Chase by Mattel PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/ges.jpg Ski Hunt.................................... $ 14 "Nicole" Copy of : Mogul Maniac by Amiga PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/ski_h.jpg Sea Hawk.................................... $ 14 "Nicole" Copy of : Sea Hawk by Panda PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/sea_h.jpg Laser Volley................................ $ 10 "Winter" Copy of : Flash Gordon PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/laser.jpg Turmoil..................................... $ 10 "Winter" Copy of : Turmoil by 20th Century PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/turmoil.jpg Mein Weg.................................... $ 10 "Winter" Copy of : Challenge by HES PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/mein.jpg Ocean City Defender......................... $ 10 "Winter" Copy of : Atlantis by Imagic PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/ocean.jpg Sea Monster................................. $ 11 "Climber" Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Open Sesame................................. $ 10 "Clove" Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Mission 3000................................ $ 10 "Clove" Copy of : Nothing - orignal game! PAL/NTSC : PAL Picture : label has no picure. Mr. Postman................................. $ 10 "Clove" Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Fox & Goat.................................. $ 11 "Climber" Copy of : Not really sure PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/foxg.jpg River Raid I................................ $ 15 "Cavern" Copy of : River Raid by Activision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/rr1.jpg Freeway..................................... $ 10 "Winter" Copy of : Freeway by Activision PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/freeway.jpg Die Springteufel............................ $ 10 "Winter" Copy of : Fast Eddie by 20th Century PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/die_s.jpg Condor Attack............................... $ 14 "Nicole" Copy of : Condor Attack by Ultravision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/condor.jpg Robin Hood.................................. $ 12 "Cosmic" Copy of : Save Our Ship PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/robin.jpg Dschungel Boy............................... $ 10 "Winter" Copy of : Pitfall by Activision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/dschun.jpg Bobby Geht Nach Hause....................... $ 10 "Winter" Copy of : Bobby is Going Home PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/bobby.jpg ColecoVision ------------ Q*Bert's Qubes.............................. $ 43 "Data" At the very least, in the "top ten" of hard-to-find ColecoVision carts. Loose cart in very good condition with original instructions. Frogger II.................................. $ 11 "Data" One of the last few Parker Brothers releases for ColecoVision! Loose cart in excellent condition. James Bond 007.............................. $ 17 "Data" Another very hard to come by CV title. Comes complete with BOX and INSTRUCTIONS! Flipper Slipper............................. $ 32 "Data" SpectraVision rarity for CV. Comes complete with BOX and INSTRUCTIONS! It's Only Rock & Roll....................... $ 25 "Data" Very hard to come by. Comes complete with BOX and INSTRUCTIONS! Miscellaneous ------------- Tetris by Tengen for the NES................ $ 40 "Divide" Complete in the box and in excellent condition! King of Kings by Wisdom Tree for the NES.... $ 15 "Data" Rare bible-type NES game. Shrinkwrapped! Data Age RECORD............................. $ 25 "Climber" This is a 33rpm music record titled "Up to Now You've Had It Easy". The record itself depicts the five Data Age Atari 2600 titles incorporated into a very graphic layout on the record itself. The record has never been played and is enclosed in it's original packaging!! Atari Video Music Console................... $ 70 "Conquer" HIGHLY sought-after stereo component made by Atari. These are very hard to come by! Unit is in good condition. STRAIGHT SALE ITEMS ------------------- Everything listed below is for SALE at the price listed on a first-come-first-served basis. Vectrex: 3D IMAGERS!!....................... $350 Loose Imagers in excellent condition. 3D Minestorm and its color wheel are included. Vectrex: Web Warp........................... $ 50 This is the European version of Web Wars. This cartridge is brand new in the box. Vectrex: Fortress of Narzod................. $ 15 Loose cart. Vectrex: Star Castle........................ $ 25 Loose cart. Vectrex: Clean Sweep........................ $ 15 Milton Bradley European version. Loose cart. Odyssey 2 Videopac: #55 Neutron Star........ $ 40 SOLD! One of the harder to find Videopacs. The Rules --------- 1) EVERYONE will be ASSINGED an alias. I have a list of aliases typed in and will assign one to every bidder. 2) The "going once, twice, sold" portion of this auction MAY be limited in it's duration to keep this auction from dragging on and on. I have two options that I am considering in this regard. Items that have been going once or twice for an intentionally undisclosed amount of time will take the form of one or the other of the following two types of auctions: a) A sealed bid. Bidders that have PLACED BIDS duing the going once or twice portion of the auction will be asked to place a secret bid. Once all sealed bids are received, the highest bidder will be determined and will win the item. b) A random drawing. Bidders that have PLACED BIDS during the going once or twice portion of the auction will be eligible for the random drawing. The item will be offered in a random drawing to such bidders still interested in the item at the current high bid. c) The standard once, twice, sold format will be followed in general. Items going once will advance to going twice after one day. Items going twice will advance to going twice after one day. Items going twice will be considered SOLD after one day. 3) Do not bid on anything you don't intend to pay for! 4) Minimum bid increments: $ 1 - $10 : $1 $11 - $20 : $2 $21 - $50 : $3 $51 - $150 : $5 $151 & up : $10 5) Payment is expected to be received within two weeks of the auctions' close. Items not paid for within two weeks will possibly be offered to someone else at my discretion. 6) Basically, let's all use some common sense and courtesy... skelly@xnet.com http://www.xnet.com/~skelly/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news.uoregon.edu!newsfeed.orst.edu!dogbert.supra.com!v-wins-1-100.supra.com!user From: clay@supra.com (Clay Cowgill) Newsgroups: rec.games.vectrex Subject: Re: Text tech curiosity Date: Mon, 20 Jan 1997 13:15:45 -0800 Organization: Diamond Multimedia, Communications Division Lines: 78 Message-ID: References: <5bsg8o$9j3@nnrp1.news.primenet.com> NNTP-Posting-Host: v-wins-1-100.supra.com In article <5bsg8o$9j3@nnrp1.news.primenet.com>, nickb@primenet.com (Nick S Bensema) wrote: > What I'd like to know is, how limited are the Vectrex's raster > capabilities? Do they HAVE to be 6 letters wide or a comparable width? > Can they only be seven scanlines tall? Could Spinball have been made with > five or seven somewhat shorter raster lines representing the ball? Depends on what you want to use for raster source. There is a "raster" table at the end of the EXECROM that contains definitions for all the "internal" characterset stuff that gets displayed when an EXECROM text-display message is called. There's really no reason why you can't adapt the text-draw routines in the EXECROM to use a different set of raster data, or do something completely different alltogether. I've never been able to get a really good grasp of *why* they did the weird little raster type characters. At first I thought that it consumed less raster time that way, but after looking at it I don't think that they're really advantageous. As long as you perform a "reset0ref" at the end of each character you should keep a pretty stable display, so that's not it... There might be a data-space advantage to it (I'd have to work through a whole characterset), but some characters (like "B" or "8" or "$") could take a lot of "strokes" in a vector format. At two or three bytes a stroke a letter B could take: ------ | \ | | | | | / ------ | \ | | | | | / ------ 11 strokes, so around 22 to 34 bytes depending on the vector list format. Ouch. > Could new register-banging routines be made to create, say, reasonably > square-dimensioned raster sprites to represent those things that don't > translate to vector (like, for example, Mario). Yes. I actually starting doing this to put little raster pictures in my credits screen. You can have multiple intensities, and it looks pretty good. EATS raster time though to make "big" pictures (more that 1/2" on the screen!). > Could these sprites > consist of multiple intensities? Yeah, I chose 16 just for the hell of it. I took a picture in photoshop, dropped it to grayscale, removed isolated pixels, did a motion-blur "left", did a mosaic, and then dropped the grayscale depth to 16. You wind up with something looking like bad color icon. :-) I then hand-translated it to RLE vectors. Not fun at all. I'll definately be writing a de-rasterizer if I try it again. > Could these sprites be rotated if need > be? Well, yeah, but it'd be ugly. Too many points to transform and translate in real time, IMHO. You'd be better off making a bunch of pre-computed ones. > I only ask out of curiosity, though I must admit, that with the Vectrex's > vertical screen, a more faithful playfield could be made for a Donkey Kong > clone, but Mario would look like crap in just vectors. I think you'd just have to re-do it in the vector style. Major Havoc is pretty cool looking, and he's just a "stick man". ;-) -Clay Clayton N. Cowgill Engineering Manager _____________________________________________________________________ /\ Diamond Multimedia Systems, Inc. clay@supra.com \/ Communications Division http://www.supra.com/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!sandhoff From: sandhoff@csus.edu (John F. Sandhoff) Newsgroups: rec.games.vectrex Subject: re: FAQ Date: 22 Jan 1997 18:34:21 GMT Organization: California State University Sacramento Lines: 26 Distribution: world Message-ID: <5c5mjd$cgl@news.csus.edu> References: <32E31E06.36B5@sympatico.ca> Originator: sandhoff@csus.edu Allan Goodall writes: > I'm new to this newsgroup so I was wondering if there is a Vectrex FAQ or > a list of known Vectrex games (both original Mattel games and others)? The primary Vectrex archive site is ftp://ftp.csus.edu/pub/vectrex. The FAQ can be found there. > I have most (I might be missing one or two) of the Mattel games. We talking about the same machine? Only GCE / Milton Bradley marketed games during its commercial lifetime. > I was just wondering about the > games made for the unit and their (possible) availability. Virtually all of the games are available on a custom multicart created by Sean Kelly (www.xnet.com/~skelly). There are also some brand new creations recently programmed by John Dondzila (www.monmouth.com/~pcjohn), and some others in development. -- John John F. Sandhoff, University Network Support by day California State University, Sacramento sandhoff@csus.edu + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!insync!feed1.news.erols.com!news.nl.innet.net!INnl.net!feed1.news.innet.be!INbe.net!cold.news.pipex.net!pipex!plug.news.pipex.net!pipex!oleane!in2p3.fr!univ-lyon1.fr!newsserver.cilea.it!sirio.cineca.it!qualcuno.nettuno.it!p.cavina From: p.cavina@mo.nettuno.it (Piero Cavina) Newsgroups: rec.games.vectrex Subject: Re: Unpleasant News From PcJohn (Vectrex Developer) Date: Wed, 22 Jan 1997 19:49:02 +0100 Organization: NETTuno Lines: 17 Distribution: inet Message-ID: <1997012219490237370@cvnp06k1.mo.nettuno.it> References: <5bllgk$9gu@news.monmouth.com> <5bltpl$5uj@nnrp1.news.primenet.com> <5bo1cp$qp3@news.monmouth.com> <5briq2$fef@newnews.metronet.com> <5btmjl$b3q@fly.HiWAAY.net> <5c031l$sq@news.monmouth.com> NNTP-Posting-Host: cvnp06k1.mo.nettuno.it X-Newsreader: MacSOUP 2.1 John Dondzila wrote: > >Then let me make you aware of Okie Dokie, a *new* game for the Atari > >2600. > BTW, I'm one of those "others" learning the 2600. > I've figured out sprites and backgrounds, however > I've put it on the back burner to continue with my Colecovision > programming project. sshhh... don't tell this to anybody out of this group, but I'm going to release my little game for the 2600. :) Ciao, P. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!cs.utexas.edu!howland.erols.net!newsfeed.internetmci.com!news.xnet.com!typhoon.xnet.com!not-for-mail From: skelly@typhoon.xnet.com (Sean Kelly) Newsgroups: rec.games.vectrex,rec.games.video.classic,rec.games.video.marketplace Subject: THE Auction - phase 4! [update] Date: 22 Jan 1997 22:27:47 GMT Organization: XNet - Chicagoland's Regional ISP (630) 983-6064 Lines: 379 Distribution: inet Message-ID: <5c6493$r49@flood.xnet.com> NNTP-Posting-Host: typhoon.xnet.com X-Newsreader: TIN [UNIX 1.3 950824BETA PL0] Xref: csus.edu rec.games.vectrex:6429 rec.games.video.classic:70910 rec.games.video.marketplace:104155 [UPDATE] THE Auction - Phase #4 ---------------------- This is the largest of the four auctions in this series I've run so far and there's a ton of really great stuff here! The regular bidding portion of this auction will end on 1-28-97 at which point all auctioned items will enter a once, twice, sold format. Please be sure to read rule #2 in regards to the once, twice, sold portion of the auction! PLEASE READ THE RULES!!! I never read them either, but my auctions run a little differently than most you may have participated in. The items listed here STILL only scratch the surface of what's to come!!! Atari 2600 Rarities ------------------- Malagai..................................... $ 85 "Climber" This one needs a little explaining. Malagai was never released but at some point in time a "tube" of Gauntlet and Malagai chips were dug up. Seeing as how you can't plug chips in to your 2600, these chips had to be put onto circuit boards in order to be of any use to anyone. So even though the game was made by Answer Software, it comes in an Atari casing without any label. The suspicious collector may be leary of this type of a cartridge, for fear of it being a copy of the game. BUT a quick turn of the phillips screw holding this case together will reveal the circuit board on which you will find a chip with the Answer part #AN-1001-00 (which is Malagai) and the Answer copyright notification. Believe me....NOBODY would be able to print on this chip even if they wanted to! I will be happy to include a voucher of authenticity with this cartridge and a picture of the chip itself is available at: http://www.xnet.com/~skelly/images/malchip.jpg Swordquest Waterworld....................... $ 85 "Buck" Not much needs to be said about this extremely rare Atari title. It's a loose cart and in MINT condition. Crazy Climber............................... $ 85 "Climber" One of the most sought-after carts for the 2600! Loose cart in MINT condition! Mogul Maniac................................ $ 46 "Climber" Comes complete with BOX and INSTRUCTIONS...AND... the Joyboard controller! Smurfs Save the Day......................... $ 50 "Nicole" For use with the Coleco's KidVid controller. Loose cart in excellent condition. Also included are ALL THREE cassette audio tapes! The tapes are ORIGINALS and include their respective artwork. Raft Rider.................................. $ 8 "Elevate" One of the rarer US Games title. Loose cart in good condition with original instructions. Up N Down................................... $ 50 "Buck" Not only the rarest of the Sega-released 2600 titles, but also a pretty fun game! Sea Hawk.................................... $ 22 "Climber" Panda cart #108. Loose cart in good condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Scuba Diver................................. $ 30 "Nicole" Panda cart #104. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Exocet...................................... $ 22 "Climber" Panda cart #109. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Harbor Escape............................... $ 17 "Climber" Panda cart #???. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Atari 2600 "Strange-ities" -------------------------- The following batch of carts are kind of unusual. Many of them are Taiwanese rip-offs meaning they were originally released by another company and then pirated by a second company and sold under a different name with minorly altered graphics. In some cases they didn't even bother to change the graphics at all. There is almost never any indication of company name anywhere on the label or casing. What I have done is gather up a bunch of these type carts and am listing them here. Since sometimes the titles these companies choose have absolutely NOTHING to do with the game that is contained in the cartridge, I am listing what game these are pirated copies of. Since these can be confusing, I have also scanned all the labels and each one is available on the world wide web so you can take a look at it to make sure whether you have it or not. Farmer Dan.................................. $ 11 "Climber" Copy of : Gopher by US Games PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/farmer.jpg Wustenschlacht.............................. $ 11 "Climber" Copy of : At least "similar" to Sea Hawk by Panda PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/wusten.jpg Great Escape................................ $ 20 "Nicole" Copy of : Lock N Chase by Mattel PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/ges.jpg Ski Hunt.................................... $ 16 "Climber" Copy of : Mogul Maniac by Amiga PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/ski_h.jpg Sea Hawk.................................... $ 24 "Nicole" Copy of : Sea Hawk by Panda PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/sea_h.jpg Laser Volley................................ $ 10 "Winter" Copy of : Flash Gordon PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/laser.jpg Turmoil..................................... $ 10 "Winter" Copy of : Turmoil by 20th Century PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/turmoil.jpg Mein Weg.................................... $ 10 "Winter" Copy of : Challenge by HES PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/mein.jpg Ocean City Defender......................... $ 10 "Winter" Copy of : Atlantis by Imagic PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/ocean.jpg Sea Monster................................. $ 11 "Climber" Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Open Sesame................................. $ 10 "Clove" Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Mission 3000................................ $ 10 "Clove" Copy of : Nothing - orignal game! PAL/NTSC : PAL Picture : label has no picure. Mr. Postman................................. $ 10 "Clove" Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Fox & Goat.................................. $ 11 "Climber" Copy of : Not really sure PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/foxg.jpg River Raid I................................ $ 18 "Climber" Copy of : River Raid by Activision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/rr1.jpg Freeway..................................... $ 10 "Winter" Copy of : Freeway by Activision PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/freeway.jpg Die Springteufel............................ $ 10 "Winter" Copy of : Fast Eddie by 20th Century PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/die_s.jpg Condor Attack............................... $ 19 "Nicole" Copy of : Condor Attack by Ultravision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/condor.jpg Robin Hood.................................. $ 14 "Climber" Copy of : Save Our Ship PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/robin.jpg Dschungel Boy............................... $ 10 "Winter" Copy of : Pitfall by Activision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/dschun.jpg Bobby Geht Nach Hause....................... $ 10 "Winter" Copy of : Bobby is Going Home PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/bobby.jpg ColecoVision ------------ Q*Bert's Qubes.............................. $ 60 "Concept" At the very least, in the "top ten" of hard-to-find ColecoVision carts. Loose cart in very good condition with original instructions. Frogger II.................................. $ 11 "Data" One of the last few Parker Brothers releases for ColecoVision! Loose cart in excellent condition. James Bond 007.............................. $ 20 "Concept" Another very hard to come by CV title. Comes complete with BOX and INSTRUCTIONS! Flipper Slipper............................. $ 32 "Data" SpectraVision rarity for CV. Comes complete with BOX and INSTRUCTIONS! It's Only Rock & Roll....................... $ 35 "Concept" Very hard to come by. Comes complete with BOX and INSTRUCTIONS! Miscellaneous ------------- Tetris by Tengen for the NES................ $ 40 "Divide" Complete in the box and in excellent condition! King of Kings by Wisdom Tree for the NES.... $ 17 "Climber" Rare bible-type NES game. Shrinkwrapped! Data Age RECORD............................. $ 25 "Climber" This is a 33rpm music record titled "Up to Now You've Had It Easy". The record itself depicts the five Data Age Atari 2600 titles incorporated into a very graphic layout on the record itself. The record has never been played and is enclosed in it's original packaging!! Atari Video Music Console................... $ 70 "Conquer" HIGHLY sought-after stereo component made by Atari. These are very hard to come by! Unit is in good condition. STRAIGHT SALE ITEMS ------------------- Everything listed below is for SALE at the price listed on a first-come-first-served basis. Vectrex: 3D IMAGERS!!....................... $350 Loose Imagers in excellent condition. 3D Minestorm and its color wheel are included. Vectrex: Web Warp........................... $ 50 This is the European version of Web Wars. This cartridge is brand new in the box. Vectrex: Fortress of Narzod................. $ 15 Loose cart. Vectrex: Star Castle........................ $ 25 Loose cart. Vectrex: Clean Sweep........................ $ 15 Milton Bradley European version. Loose cart. Odyssey 2 Videopac: #55 Neutron Star........ $ 40 SOLD! One of the harder to find Videopacs. The Rules --------- 1) EVERYONE will be ASSINGED an alias. I have a list of aliases typed in and will assign one to every bidder. 2) The "going once, twice, sold" portion of this auction MAY be limited in it's duration to keep this auction from dragging on and on. I have two options that I am considering in this regard. Items that have been going once or twice for an intentionally undisclosed amount of time will take the form of one or the other of the following two types of auctions: a) A sealed bid. Bidders that have PLACED BIDS duing the going once or twice portion of the auction will be asked to place a secret bid. Once all sealed bids are received, the highest bidder will be determined and will win the item. b) A random drawing. Bidders that have PLACED BIDS during the going once or twice portion of the auction will be eligible for the random drawing. The item will be offered in a random drawing to such bidders still interested in the item at the current high bid. c) The standard once, twice, sold format will be followed in general. Items going once will advance to going twice after one day. Items going twice will advance to going twice after one day. Items going twice will be considered SOLD after one day. 3) Do not bid on anything you don't intend to pay for! 4) Minimum bid increments: $ 1 - $10 : $1 $11 - $20 : $2 $21 - $50 : $3 $51 - $150 : $5 $151 & up : $10 5) Payment is expected to be received within two weeks of the auctions' close. Items not paid for within two weeks will possibly be offered to someone else at my discretion. 6) Basically, let's all use some common sense and courtesy... skelly@xnet.com http://www.xnet.com/~skelly/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!news.ucdavis.edu!info.ucla.edu!newsfeed.internetmci.com!howland.erols.net!newsxfer3.itd.umich.edu!portc01.blue.aol.com!newsstand.cit.cornell.edu!news.acsu.buffalo.edu!acsu.buffalo.edu!saad From: saad@acsu.buffalo.edu (Joseph Y Saad) Newsgroups: rec.games.vectrex,rec.games.video.marketplace Subject: Vectrex light pen for sale or trade for other stuff Date: 22 Jan 1997 19:06:21 GMT Organization: University at Buffalo Lines: 24 Distribution: inet Message-ID: <5c5ofd$nkk@prometheus.acsu.buffalo.edu> NNTP-Posting-Host: conciliator.acsu.buffalo.edu NNTP-Posting-User: saad X-Newsreader: NN version 6.5.0 #5 (NOV) Xref: csus.edu rec.games.vectrex:6430 rec.games.video.marketplace:104172 I have a Vectrex LIGHT PEN in Great Condition for Sale / Trade. The pen has no box and no manual, but does come with Art Master (Will not seperate!) I'd like to sell it for $130 and that includes shipping or will trade it for any of the following packages And reasonable offers will be considered! (This is the stuff I'm looking for!) - Japanese ONLY Saturn White system. - Neo Geo Cart system and some games. - Neo Geo CD system - Sega Nomad Portable - 30 or so 8Bit Nintendo Carts (Please mail me your list) - 20 or so Sega Genesis Carts (Please mail me your list) - Vectrex 3D Imager (I can dream) - 20 or so Game Boy Games (Please mail me your list) + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!news-xfer.netaxs.com!hunter.premier.net!news.sprintlink.net!news-peer.sprintlink.net!news-pull.sprintlink.net!news.sprintlink.net!news-dc-9.sprintlink.net!news.sprintlink.net!news-dc-10.sprintlink.net!interpath!news.interpath.net!news.interpath.net!jav From: jav@mercury.interpath.com (Joe Venturelli) Newsgroups: rec.games.vectrex Subject: Re: Unpleasant News From PcJohn (Vectrex Developer) Date: 23 Jan 1997 00:31:18 GMT Organization: Interpath Lines: 50 Distribution: inet Message-ID: <5c6bgm$mq7@redstone.interpath.net> References: <5bllgk$9gu@news.monmouth.com> <5bltpl$5uj@nnrp1.news.primenet.com> <5bo1cp$qp3@news.monmouth.com> NNTP-Posting-Host: mercury.interpath.com X-Newsreader: TIN [version 1.2 PL2] John Dondzila (pcjohn@monmouth.com) wrote: : >I still don't get it. What made you angry? : Just the whole fact that someone who doesn't even have : anything to do with this company has decided that it is : his "duty" to inform me of this. : The impression I still get is that he -originally- thought I'm producing : hundreds or thousands of these carts (look at the part where he : generously offers to help pay for building carts). Dont you wish you were? There just isnt that many folks to buy them, but you sir are not bound by any agreement with Smith, you are an author of original material for that system. You aren't selling hacked copies of Minestorm, therefore you are: 1. Free to do as you wish 2. Free to charge as you wish. The fact that you practically give them away proves you are just a nice guy. My feeling is you should make a profit, but hey thats just me. Go create! Go sell!! and go mail me a free cartridge!! (grin) : >Aside from being an NRA member, what about this guy pissed you off? : Hah Hah Hah Hah Hah Hah ... ! : >So the guy is clueless. Why get riled up about it? He WAS offering to : >help. Is flaming him really the correct response? : I don't think I'm flaming him. Flaming him would be more like "Look at what : some jerk sent me ! Everybody please send hate mail to this guy !!!!". : His letter can be interpreted in several different ways. I wanted some : outside opinions and I definitely appreciate all the responses that I : have received. : John Dondzila -- There are two major products that come out of Berkeley: LSD & UNIX. We do not believe this to be a coincidence. Diplomacy is the art of saying "Nice Doggy" until you can find a rock. What was sliced bread the greatest thing since? What part of "Shall Make No Law.." don't you understand?? + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!howland.erols.net!news.sprintlink.net!news-peer.sprintlink.net!uunet!in1.uu.net!199.250.196.4!News.MO.NET!Walden.mo.net!not-for-mail From: flint@Walden.mo.net (Kurt Stone) Newsgroups: rec.games.vectrex Subject: FS Vectrex stuff Date: 22 Jan 1997 14:29:00 GMT Organization: -=MO.NET=- MVP-Net, Inc's Missouri Operations Lines: 16 Distribution: inet Message-ID: <5c587c$o3r@twain.mo.net> NNTP-Posting-Host: walden.mo.net X-Newsreader: TIN [UNIX 1.3 950824BETA PL0] Cartridge only, $1.00 each to ship, $3.00 maximum armor attack 10.00 spinball 10.00 starhawk 12.00 f. of narzod 15.00 hyperchase 10.00 solar quest 10.00 pole position 10.00 overlays, average condition, $5.00 each, $1.00 each postage spinball solar quest instructions, solar quest, $3.00 even, no postage + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!sandhoff From: sandhoff@csus.edu (John F. Sandhoff) Newsgroups: rec.games.vectrex Subject: In defense of Dr. Calhoun Followup-To: alt.null Date: 23 Jan 1997 17:28:01 GMT Organization: California State University, Sacramento Lines: 80 Distribution: world Message-ID: <5c8731$mhu@news.csus.edu> Originator: sandhoff@csus.edu I'm quite dismayed and disappointed in some of the misunderstandings and flat-out nastiness that I've seen lately and, against my better judgement, it's time for me to stick in my opinion. Dr. Calhoun recently tried to do what he felt (and I agree) was the right thing, and got toasted for his efforts, being asked: > Okay, so what else have you contributed besides the Jay Smith letter ? The arrogance and IGNORANCE concerning the importance of long-time contributors like Dr. Calhoun is sad, to say the least. Let's backtrack a bit, shall we? In the beginning, there was the Vectrex. Like so many other game systems, it died out. A few dedicated people strived to keep it alive by copying and distributing all the information that could be found, including binaries of all obtainable games. Does anyone know what that's called? It's called COPYRIGHT INFRINGEMENT! Quite simple put, it is ILLEGAL. The law doesn't care about the fact that the machine is no longer marketed; stealing someone's work and redistributing it is ILLEGAL. Dr. Calhoun took up the cause to track down the copyright holder (no easy task since the parent company was also dead and gone). He tracked the legal trail back to the inventor of the Vectrex, who had regained the copyrights, and obtained his PERMISSION to redistribute the code for the enjoyment of the hobby. WITHOUT THIS APPROVAL, ALL THE MULTICARTS WOULD BE ILLEGAL. DISTRIBUTING THE BINARY CODE (which has been disassembled and used as the basis for much of the recent work) WOULD BE ILLEGAL. In short, without being able to obtain games, I daresay that the overall value of the Vectrex itself would plummet (except for the threeish complete 'collector' sets that are in existence. that would stay boxed up and never get used). Gee, without an ongoing interest in the Vectrex, I bet nobody would care about new game development, either.... Dr Calhoun is trying to hold to a moral standard that is apparently above some others. What he was asking the new games authors to do was 'the right thing to do', and he even offered to help offset the minimal cost involved. What did he ask? Let me try to rephrase for him: "To Mr. New-Game developer: Meet Mr. Smith, of Smith Engineering. He invented the Vectrex. He has been generous enough to encourage the continued use and appreciation of the Vectrex, without further compensation. He is rightly proud of his creation; you must enjoy it too or else you wouldn't stay up late at night hacking new games for 15-year old hardware. As a courtesy to Mr. Smith, it would be very nice if you were willing to provide him with a complimentary copy of your work. He probably isn't some 15 year old kid with direct web access and a supply of Vectrex EPROM cartridges, so downloading your work from your web site is probably inconvenient for him. To show Mr. Smith the respect he deserves for his past accomplishments, I encourage you to send him copies of your work. To lessen your financial burden, I will happily cover half of the list cost to you to do this gesture of appreciation and respect". Dr. Calhoun has made a couple of mistakes, I'll admit. He assumed that the readers of rec.games.vectrex are long-time readers and understand the history behind keeping the Vectrex alive; and he expected that the current developers shared his sense of morals that the RGV group owes certain respect to others (such as the inventor and copyright holder). In closing, I think that it is exemplary that Mr. Dondzila is so generous in distributing his game creations. I actually am surprised that he doesn't ask for compensation for including his code in the multicarts, and (though I've never played one of his creations) I respect his programming skills. Unfortunately, after reading some of Mr. Dondzila's responses to this whole issue, I'm afraid that it's unlikely that I'll retain much respect for the person behind the programming. But most of all, thank you to Dr. Calhoun for your long-term support in keeping the Vectrex alive and accessible for the enjoyment of the next generation. John F. Sandhoff, University Network Support by day Keeper of the Vectrex archives (ftp://ftp.csus.edu/pub/vectrex) Employed by California State University, Sacramento But speaking for myself sandhoff@csus.edu + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!howland.erols.net!newsfeed.internetmci.com!news.xnet.com!typhoon.xnet.com!not-for-mail From: skelly@typhoon.xnet.com (Sean Kelly) Newsgroups: rec.games.vectrex,rec.games.video.classic,rec.games.video.marketplace Subject: THE Auction - phase 4! [update] Date: 23 Jan 1997 20:09:05 GMT Organization: XNet - Chicagoland's Regional ISP (630) 983-6064 Lines: 379 Distribution: inet Message-ID: <5c8gh1$nr1@flood.xnet.com> NNTP-Posting-Host: typhoon.xnet.com X-Newsreader: TIN [UNIX 1.3 950824BETA PL0] Xref: csus.edu rec.games.vectrex:6437 rec.games.video.classic:70991 rec.games.video.marketplace:104332 [UPDATE] THE Auction - Phase #4 ---------------------- This is the largest of the four auctions in this series I've run so far and there's a ton of really great stuff here! The regular bidding portion of this auction will end on 1-28-97 at which point all auctioned items will enter a once, twice, sold format. Please be sure to read rule #2 in regards to the once, twice, sold portion of the auction! PLEASE READ THE RULES!!! I never read them either, but my auctions run a little differently than most you may have participated in. The items listed here STILL only scratch the surface of what's to come!!! Atari 2600 Rarities ------------------- Malagai..................................... $ 90 "Nicole" This one needs a little explaining. Malagai was never released but at some point in time a "tube" of Gauntlet and Malagai chips were dug up. Seeing as how you can't plug chips in to your 2600, these chips had to be put onto circuit boards in order to be of any use to anyone. So even though the game was made by Answer Software, it comes in an Atari casing without any label. The suspicious collector may be leary of this type of a cartridge, for fear of it being a copy of the game. BUT a quick turn of the phillips screw holding this case together will reveal the circuit board on which you will find a chip with the Answer part #AN-1001-00 (which is Malagai) and the Answer copyright notification. Believe me....NOBODY would be able to print on this chip even if they wanted to! I will be happy to include a voucher of authenticity with this cartridge and a picture of the chip itself is available at: http://www.xnet.com/~skelly/images/malchip.jpg Swordquest Waterworld....................... $ 85 "Buck" Not much needs to be said about this extremely rare Atari title. It's a loose cart and in MINT condition. Crazy Climber............................... $ 90 "Buck" One of the most sought-after carts for the 2600! Loose cart in MINT condition! Mogul Maniac................................ $ 46 "Climber" Comes complete with BOX and INSTRUCTIONS...AND... the Joyboard controller! Smurfs Save the Day......................... $ 50 "Nicole" For use with the Coleco's KidVid controller. Loose cart in excellent condition. Also included are ALL THREE cassette audio tapes! The tapes are ORIGINALS and include their respective artwork. Raft Rider.................................. $ 8 "Elevate" One of the rarer US Games title. Loose cart in good condition with original instructions. Up N Down................................... $ 55 "Nicole" Not only the rarest of the Sega-released 2600 titles, but also a pretty fun game! Sea Hawk.................................... $ 22 "Climber" Panda cart #108. Loose cart in good condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Scuba Diver................................. $ 30 "Nicole" Panda cart #104. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Exocet...................................... $ 25 "Nicole" Panda cart #109. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Harbor Escape............................... $ 21 "Buck" Panda cart #???. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Atari 2600 "Strange-ities" -------------------------- The following batch of carts are kind of unusual. Many of them are Taiwanese rip-offs meaning they were originally released by another company and then pirated by a second company and sold under a different name with minorly altered graphics. In some cases they didn't even bother to change the graphics at all. There is almost never any indication of company name anywhere on the label or casing. What I have done is gather up a bunch of these type carts and am listing them here. Since sometimes the titles these companies choose have absolutely NOTHING to do with the game that is contained in the cartridge, I am listing what game these are pirated copies of. Since these can be confusing, I have also scanned all the labels and each one is available on the world wide web so you can take a look at it to make sure whether you have it or not. Farmer Dan.................................. $ 11 "Climber" Copy of : Gopher by US Games PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/farmer.jpg Wustenschlacht.............................. $ 11 "Climber" Copy of : At least "similar" to Sea Hawk by Panda PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/wusten.jpg Great Escape................................ $ 20 "Nicole" Copy of : Lock N Chase by Mattel PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/ges.jpg Ski Hunt.................................... $ 16 "Climber" Copy of : Mogul Maniac by Amiga PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/ski_h.jpg Sea Hawk.................................... $ 24 "Nicole" Copy of : Sea Hawk by Panda PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/sea_h.jpg Laser Volley................................ $ 10 "Winter" Copy of : Flash Gordon PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/laser.jpg Turmoil..................................... $ 10 "Winter" Copy of : Turmoil by 20th Century PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/turmoil.jpg Mein Weg.................................... $ 16 "Eraser" Copy of : Challenge by HES PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/mein.jpg Ocean City Defender......................... $ 10 "Winter" Copy of : Atlantis by Imagic PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/ocean.jpg Sea Monster................................. $ 11 "Climber" Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Open Sesame................................. $ 10 "Clove" Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Mission 3000................................ $ 10 "Clove" Copy of : Nothing - orignal game! PAL/NTSC : PAL Picture : label has no picure. Mr. Postman................................. $ 15 "Eraser" Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Fox & Goat.................................. $ 11 "Climber" Copy of : Not really sure PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/foxg.jpg River Raid I................................ $ 21 "Nicole" Copy of : River Raid by Activision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/rr1.jpg Freeway..................................... $ 10 "Winter" Copy of : Freeway by Activision PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/freeway.jpg Die Springteufel............................ $ 10 "Winter" Copy of : Fast Eddie by 20th Century PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/die_s.jpg Condor Attack............................... $ 20 "Eraser" Copy of : Condor Attack by Ultravision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/condor.jpg Robin Hood.................................. $ 14 "Climber" Copy of : Save Our Ship PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/robin.jpg Dschungel Boy............................... $ 10 "Winter" Copy of : Pitfall by Activision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/dschun.jpg Bobby Geht Nach Hause....................... $ 16 "Eraser" Copy of : Bobby is Going Home PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/bobby.jpg ColecoVision ------------ Q*Bert's Qubes.............................. $ 60 "Concept" At the very least, in the "top ten" of hard-to-find ColecoVision carts. Loose cart in very good condition with original instructions. Frogger II.................................. $ 11 "Data" One of the last few Parker Brothers releases for ColecoVision! Loose cart in excellent condition. James Bond 007.............................. $ 25 "Data" Another very hard to come by CV title. Comes complete with BOX and INSTRUCTIONS! Flipper Slipper............................. $ 32 "Data" SpectraVision rarity for CV. Comes complete with BOX and INSTRUCTIONS! It's Only Rock & Roll....................... $ 35 "Concept" Very hard to come by. Comes complete with BOX and INSTRUCTIONS! Miscellaneous ------------- Tetris by Tengen for the NES................ $ 50 "Eraser" Complete in the box and in excellent condition! King of Kings by Wisdom Tree for the NES.... $ 20 "Data" Rare bible-type NES game. Shrinkwrapped! Data Age RECORD............................. $ 25 "Climber" This is a 33rpm music record titled "Up to Now You've Had It Easy". The record itself depicts the five Data Age Atari 2600 titles incorporated into a very graphic layout on the record itself. The record has never been played and is enclosed in it's original packaging!! Atari Video Music Console................... $ 85 "Conquer" HIGHLY sought-after stereo component made by Atari. These are very hard to come by! Unit is in good condition. STRAIGHT SALE ITEMS ------------------- Everything listed below is for SALE at the price listed on a first-come-first-served basis. Vectrex: 3D IMAGERS!!....................... $350 Loose Imagers in excellent condition. 3D Minestorm and its color wheel are included. Vectrex: Web Warp........................... $ 50 This is the European version of Web Wars. This cartridge is brand new in the box. Vectrex: Fortress of Narzod................. $ 15 Loose cart. Vectrex: Star Castle........................ $ 25 Loose cart. Vectrex: Clean Sweep........................ $ 15 Milton Bradley European version. Loose cart. Odyssey 2 Videopac: #55 Neutron Star........ $ 40 SOLD! One of the harder to find Videopacs. The Rules --------- 1) EVERYONE will be ASSINGED an alias. I have a list of aliases typed in and will assign one to every bidder. 2) The "going once, twice, sold" portion of this auction MAY be limited in it's duration to keep this auction from dragging on and on. I have two options that I am considering in this regard. Items that have been going once or twice for an intentionally undisclosed amount of time will take the form of one or the other of the following two types of auctions: a) A sealed bid. Bidders that have PLACED BIDS duing the going once or twice portion of the auction will be asked to place a secret bid. Once all sealed bids are received, the highest bidder will be determined and will win the item. b) A random drawing. Bidders that have PLACED BIDS during the going once or twice portion of the auction will be eligible for the random drawing. The item will be offered in a random drawing to such bidders still interested in the item at the current high bid. c) The standard once, twice, sold format will be followed in general. Items going once will advance to going twice after one day. Items going twice will advance to going twice after one day. Items going twice will be considered SOLD after one day. 3) Do not bid on anything you don't intend to pay for! 4) Minimum bid increments: $ 1 - $10 : $1 $11 - $20 : $2 $21 - $50 : $3 $51 - $150 : $5 $151 & up : $10 5) Payment is expected to be received within two weeks of the auctions' close. Items not paid for within two weeks will possibly be offered to someone else at my discretion. 6) Basically, let's all use some common sense and courtesy... skelly@xnet.com http://www.xnet.com/~skelly/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!hunter.premier.net!news.sprintlink.net!news-peer.sprintlink.net!newsfeed.internetmci.com!news1.infoave.net!206.74.59.105!206.74.59.173 From: Clarke Russell Newsgroups: rec.games.vectrex Subject: Reproduction overlays. Date: Thu, 23 Jan 1997 16:07:28 -0500 Organization: Info Avenue INTERNET Access Lines: 9 Distribution: inet Message-ID: <32E7D310.28C6@X-Net.Net> Reply-To: By-Tor@X-Net.Net NNTP-Posting-Host: laz.x-net.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0 (Win95; I) Who would be interested in reproduction overlays? I was talking to a friend of mine that owns a printing shop, and he said it's possible. I figure I have most of the images, and they could be done pretty well. How much would anyone be willing to pay for them. I'm not trying to make any money mind you, but I have a feeling that a "small run" of about 10-15 of them would be kinda pricy. I don't want to bother him with the complete estimate before I know what people MIGHT want to pay. Clarke Russell + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!su-news-hub1.bbnplanet.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!howland.erols.net!news.sprintlink.net!news-peer.sprintlink.net!news.sprintlink.net!news-hub.sprintlink.net!news.sprintlink.net!news-dc-9.sprintlink.net!metro.atlanta.com!cpk-news-feed3.bbnplanet.com!tomcat.msrcnavo.navy.mil!news From: John Benfield Newsgroups: rec.games.vectrex Subject: Re: BIG SCREEN VECTREX! Date: Thu, 23 Jan 1997 14:09:32 -0500 Organization: BDO Seidman, LLP Lines: 66 Distribution: inet Message-ID: <32E7B76C.55C1@usa.net> References: <65a_9701072103@genesplicer.org> <32fb1b64.41421340@news.demon.co.uk> <5b7cef$32d@nnrp1.news.primenet.com> <5bkid9$rbk@janus.cqu.edu.au> Reply-To: jbenfield@usa.net NNTP-Posting-Host: 206.233.8.210 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (WinNT; I) "Wayne Morellini ; Nick S Bensema (nickb@primenet.com);" Ok....I guess that I'm being really stupid or really naive, but why would you ever try to retrofit a vector graphics system into a raster-based big screen projector? Just tap the XY deflection signals and stick them into a laser deflection system. You could probably build the whole thing for about $150 (including some decent speed servos and a piddly laser diode). If you wanted a bigger display, you just replace the solid-state laser with a nice sized HeNe head. You could even go to a multi-hundred foot high display (play on the side of your nearest mountain :) if you were willing to spring for the head, mirrors and heatsinks. Converting vector to raster just seems like swatting flies with a Buick. Why buy a $2500 projection system, spend weeks and $$ building conversion hardware when you could get better results with a cheap laser system. Also... The vector to raster issue shouldn't be "that" tough. Just digitize the X and Y deflections and the gun control and have a dedicated processor map it into a matrix in memory. Have another process or processor dump that matrix out as NTSC. The only real problem might be the sampling rate, but at even that shouldn't be an issue at the Vectrex speeds. I guess that I'm missing something somewhere. John Benfield jbenfield@usa.net Wayne Morellini wrote: > > Nick S Bensema (nickb@primenet.com) wrote: > : In article <32fb1b64.41421340@news.demon.co.uk>, > : Julie Brandon wrote: > : >On 07 Jan 97 07:56:38 , Joey.McDonald@209-254-8.genesplicer.org (Joey > : >McDonald) wrote: > : > > : >>You are aware of the mini LCD big-screen projectors (such as the > : >>Fujix P401 (up to 40") and the P701 (up to 100"). These units > : >>are about as big as a camcorder and can project a bright, crisp > : >>BIG SCREEN image on any white surface. > : > > : >I'm really confused... > > : Especially since the cost is still prohibitive (multi-thousand) even > : if it does work. I don't know any cheap big-screen projectors, else > : I'd own one. > > : >The *only* way you could do it would be to digitise the vectrex screen > : >in real-time, or use a video camera focused on the vectrex, to get a > : >suitable signal for the LCD display? You *couldn't* do it by hacking > : >the hardware - you'd have to rewrite all the vectrex software (the > : >games mainly) as well! > > : Or design a video chip that accepts deflection signals as input and > : a raster signal as output. > > : It would be possible, but it would also take an electronics design > : genius. > > I am working on two of the above problems, if anybody is interested in > releasing a vectrex style video game on the market please contact me. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!su-news-hub1.bbnplanet.com!cpk-news-hub1.bbnplanet.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!news.idt.net!nntp.farm.idt.net!news From: Jason Barrow Newsgroups: rec.games.vectrex Subject: Re: BIG SCREEN VECTREX! Date: Fri, 24 Jan 1997 02:53:30 -0500 Organization: IDT Lines: 6 Distribution: inet Message-ID: <32E86A7A.25F3@mail.idt.net> References: <108_9701112115@genesplicer.org> <5bki1p$rbk@janus.cqu.edu.au> Reply-To: kodai19@mail.idt.net NNTP-Posting-Host: pmdyn1.vivid.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0Gold (Win95; I) It seem's that the best option is to find and buy an old vector monitor or even an entire game (like the old star-trek coin-op) and run the system to the monitor. With a little work you could build a new rom port to the out side of the system, or even get everthing on one rom to save wear and tear on both the carts and rom-port. If you look hard enough you can still find the old arcade systems. Just a thought. ^_^ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!hunter.premier.net!news.sprintlink.net!news-peer.sprintlink.net!uunet!in3.uu.net!199.250.196.4!News.MO.NET!Walden.mo.net!not-for-mail From: flint@Walden.mo.net (Kurt Stone) Newsgroups: rec.games.vectrex Subject: FS controller Date: 23 Jan 1997 14:50:50 GMT Organization: -=MO.NET=- MVP-Net, Inc's Missouri Operations Lines: 6 Distribution: inet Message-ID: <5c7tsa$d3@twain.mo.net> NNTP-Posting-Host: walden.mo.net X-Newsreader: TIN [UNIX 1.3 950824BETA PL0] 1 controller, no top overlay 20.00 1 controller, 25.00 shipping is included + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!hunter.premier.net!www.nntp.primenet.com!nntp.primenet.com!news.primenet.com!nickb From: nickb@primenet.com (Nick S Bensema) Newsgroups: rec.games.vectrex Subject: Re: BIG SCREEN VECTREX! Date: 23 Jan 1997 17:06:01 -0700 Organization: Primenet (602)416-7000 Lines: 26 Distribution: inet Message-ID: <5c8ud9$4qi@nnrp1.news.primenet.com> References: <65a_9701072103@genesplicer.org> <5b7cef$32d@nnrp1.news.primenet.com> <5bkid9$rbk@janus.cqu.edu.au> <32E7B76C.55C1@usa.net> X-Posted-By: nickb@206.165.5.107 (nickb) In article <32E7B76C.55C1@usa.net>, John Benfield wrote: >Ok....I guess that I'm being really stupid or really naive, >but why would you ever try to retrofit a vector graphics >system into a raster-based big screen projector? > >Just tap the XY deflection signals and stick them into >a laser deflection system. You could probably build the >whole thing for about $150 (including some decent speed >servos and a piddly laser diode). If you wanted a bigger >display, you just replace the solid-state laser with a >nice sized HeNe head. You could even go to a multi-hundred >foot high display (play on the side of your nearest mountain >:) if you were willing to spring for the head, mirrors and >heatsinks. That was my theory as well, but some people have told me that it will cost significantly more than $150. If anyone does come up with such a system, post the plans for it here. Also remember that one also has to allow for brightness in some way. -- N i c k B e n s e m a < n i c k b @ p r i m e n e t . c o m > ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 98-KUPD Red Card Holder #710563 WedSpc License #71.0563 + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!hunter.premier.net!www.nntp.primenet.com!nntp.primenet.com!news.primenet.com!nickb From: nickb@primenet.com (Nick S Bensema) Newsgroups: rec.games.vectrex Subject: Re: Reproduction overlays. Date: 23 Jan 1997 17:07:01 -0700 Organization: Primenet (602)416-7000 Lines: 20 Distribution: inet Message-ID: <5c8uf5$4t4@nnrp1.news.primenet.com> References: <32E7D310.28C6@X-Net.Net> X-Posted-By: nickb@206.165.5.107 (nickb) In article <32E7D310.28C6@X-Net.Net>, Clarke Russell wrote: >Who would be interested in reproduction overlays? I was talking to a >friend of mine that owns a printing shop, and he said it's possible. I >figure I have most of the images, and they could be done pretty well. >How much would anyone be willing to pay for them. I'm not trying to make >any money mind you, but I have a feeling that a "small run" of about >10-15 of them would be kinda pricy. I don't want to bother him with the >complete estimate before I know what people MIGHT want to pay. > >Clarke Russell I might pay $5 to $7 for one reasonably generic overlay, but if you can give ma a unit price of $3 to $4, I'd probably buy quite a few. -- N i c k B e n s e m a < n i c k b @ p r i m e n e t . c o m > ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 98-KUPD Red Card Holder #710563 WedSpc License #71.0563 + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!howland.erols.net!news.sprintlink.net!news-peer.sprintlink.net!uunet!in1.uu.net!204.245.3.50!news.primenet.com!krishna From: Glenn Saunders Newsgroups: rec.games.vectrex Subject: Re: BIG SCREEN VECTREX! Date: 24 Jan 1997 12:51:01 -0700 Organization: Primenet (602)416-7000 Lines: 25 Distribution: inet Message-ID: <5cb3r5$k8h@nnrp1.news.primenet.com> References: <65a_9701072103@genesplicer.org> <32fb1b64.41421340@news.demon.co.uk> <5b7cef$32d@nnrp1.news.primenet.com> <5bkid9$rbk@janus.cqu.edu.au> <32E7B76C.55C1@usa.net> X-Posted-By: krishna@206.165.5.101 (krishna) The mortal John Benfield wrote: : Just tap the XY deflection signals and stick them into : a laser deflection system. You could probably build the : whole thing for about $150 (including some decent speed : servos and a piddly laser diode). If you wanted a bigger : display, you just replace the solid-state laser with a : nice sized HeNe head. You could even go to a multi-hundred : foot high display (play on the side of your nearest mountain : :) if you were willing to spring for the head, mirrors and : heatsinks. The reason this doesn't work is that current deflector technology is too slow and inaccurate to service the Vectrex. This is an irrefutable fact, as corroborated through extensive testing by an E-mail associate of mine who once posted in a similar thread here but no longer spends much time online. Some of the REALLY expensive (15-20K) deflectors may be fast enough, but the angle of deflection would be reduced which would limit its versatility (you may need to be 100' away for a 10' picture for instance). : I guess that I'm missing something somewhere. Yeah. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!howland.erols.net!feed1.news.erols.com!news.ecn.uoknor.edu!munnari.OZ.AU!bunyip.cc.uq.oz.au!janus.cqu.edu.au!cq-pan.cqu.EDU.AU!waynem1 From: waynem1@cq-pan.cqu.edu.au (Wayne Morellini) Newsgroups: rec.games.vectrex Subject: Re: BIG SCREEN VECTREX! Date: 24 Jan 1997 08:40:28 GMT Organization: Central Queensland Public Access Network (CQ-PAN) Lines: 15 Distribution: inet Message-ID: <5c9shs$ica@janus.cqu.edu.au> References: <65a_9701072103@genesplicer.org> <32fb1b64.41421340@news.demon.co.uk> <5b7cef$32d@nnrp1.news.primenet.com> <5bkid9$rbk@janus.cqu.edu.au> <5blu50$6e3@nnrp1.news.primenet.com> NNTP-Posting-Host: cq-pan.cqu.edu.au X-Newsreader: TIN [version 1.2 PL2] Glenn Saunders (krishna@primenet.com) wrote: : One more thing. The difference between a raster TV and a vector TV tube : is mostly in the electronics at the end of it, and not the tube itself. : Theoretically a projection TV might be able to be modified to scan against : a wall the same way some conventional tubes can be converted to X/Y. The idea was to just use the screen and not project onto the wall. Wayne. -- + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!newshub.csu.net!www.nntp.primenet.com!nntp.primenet.com!feed1.news.erols.com!howland.erols.net!newsfeed.internetmci.com!cyberstation.net!news.walltech.com!hsnx.wco.com!news.wco.com!news From: bstanton@wco.com (Bill Stanton) Newsgroups: rec.games.vectrex Subject: Re: Unpleasant News From PcJohn (Vectrex Developer) Date: Thu, 23 Jan 1997 21:52:10 GMT Organization: West Coast Online's News Server - Not responsible for content Lines: 24 Distribution: inet Message-ID: <32e7dc2f.4715529@NEWS.WCO.NET> References: <5bllgk$9gu@news.monmouth.com> <5btfak$4a1@news1.voicenet.com> Reply-To: bstanton@wco.com NNTP-Posting-Host: volans103.wco.com X-Newsreader: Forte Free Agent 1.1/32.230 On 19 Jan 1997 15:41:08 GMT, chrisr@netaxs.com (chris) wrote: >I thought they were being rather nice. Consider this, last year we were >all saying how this stuff is obsolete and that no more money was to be >made on this old stuff. Yet, activision, taito, williams, universal, >atari etc have been makeing hundreds of thousands (if not millions) on >old arcade packs. So to say that the money river is done is probably a >dumb statement. Perhaps someone has approached theese people with >offers to license some of the old vectrex games for a nostalgia pack. >anyway just my 2 cents All those arcade companies still exist as they did then, to reap the benefits of their games. Also, an arcade game emulated on a PC is a bit different than a vector game made specifically for a vector system. The Vectrex emulator is really cool and superbly crafted, but it's not as similar to a real Vec as playing Ms. Pac is on a PC. Besides, a Vectrex pack would probably draw more blank stares from the younger and even older set than you might think. I'm pretty sure the "money river" for Vectrex products is done. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!newshub.csu.net!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!cam-news-hub1.bbnplanet.com!su-news-hub1.bbnplanet.com!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!newsfeed.internetmci.com!cyberstation.net!news.walltech.com!hsnx.wco.com!news.wco.com!news From: bstanton@wco.com (Bill Stanton) Newsgroups: rec.games.vectrex Subject: Re: In defense of Dr. Calhoun Date: Thu, 23 Jan 1997 21:41:03 GMT Organization: West Coast Online's News Server - Not responsible for content Lines: 148 Distribution: inet Message-ID: <32e7dae5.4385475@NEWS.WCO.NET> References: <5c8731$mhu@news.csus.edu> Reply-To: bstanton@wco.com NNTP-Posting-Host: volans103.wco.com X-Newsreader: Forte Free Agent 1.1/32.230 On 23 Jan 1997 17:28:01 GMT, sandhoff@csus.edu (John F. Sandhoff) wrote: ***WARNING SERIOUS SOAPBOX CONTENT*** PREFACE: I'd like to mention on the outset that I mean all of the following note in a smiling, slap-on-the-back sort of way, not a teeth-gritted, nasty, I'm-gonna-kill-yer-momma sort of way. Imagine me laughing and shaking my head while I say this and you'll get my intent. Also, I'd like to say I have been in video game development/design/artwork for over 7 years now and have actually seen my games I worked on up on bulletin boards and such, being pirated in Hong Kong, etc. So I know what it's like to not only witness software piracy, but experience it from the painful end first-hand. ************************************************************* >The arrogance and IGNORANCE concerning the importance of long-time >contributors like Dr. Calhoun is sad, to say the least. Let's backtrack >a bit, shall we? Can we get a little more righteous here? >In the beginning, there was the Vectrex. Like so many other game systems, >it died out. A few dedicated people strived to keep it alive by copying >and distributing all the information that could be found, including >binaries of all obtainable games. Does anyone know what that's called? >It's called COPYRIGHT INFRINGEMENT! Quite simple put, it is ILLEGAL. >The law doesn't care about the fact that the machine is no longer marketed; >stealing someone's work and redistributing it is ILLEGAL. You're wrong. It is NOT illegal to copy or even distribute certain copyrighted items. It depends on the item and the potential agreement between parties. Obviously, Mr. Smith feels it perfectly acceptable for John to make, copy and distribute Vectrex games. Maybe I am incorrect but wouldn't Smith Eng. own only the copyright of the MACHINE and not the games, which were published by GCE but developed by many different individuals? If copyrights revert to the creators, then there are loads of people who own those games, not Smith. >Dr. Calhoun took up the cause to track down the copyright holder (no easy >task since the parent company was also dead and gone). He tracked the legal >trail back to the inventor of the Vectrex, who had regained the copyrights, >and obtained his PERMISSION to redistribute the code for the enjoyment of >the hobby. Yawn... You could also say he was interfering with someone else's affairs. No offense to Dr. Calhoun, but I see it that way. There was no problem before, so why go track down the old copyright holders and get them involved at all, if they obviously either didn't care in the first place or were so uninvolved with the industry anymore that they were not aware? >WITHOUT THIS APPROVAL, ALL THE MULTICARTS WOULD BE ILLEGAL. DISTRIBUTING THE >BINARY CODE (which has been disassembled and used as the basis for much of the >recent work) WOULD BE ILLEGAL. In short, without being able to obtain games, >I daresay that the overall value of the Vectrex itself would plummet (except >for the threeish complete 'collector' sets that are in existence. that would >stay boxed up and never get used). YAWN again. Sure, man. And who's going to sue Sean Kelly and other Vectrex PIRATES? Get off yer high horse!. Value plummet? Listen, I was around collecting Vectri (look out, I bastardized the trademarked VECTREX word, I'm going to prison now for sure) LONG before Sean had that multicart available (by the way, thanks Sean)! They were actually selling for MORE than I've seen them go for lately. I heard one guy paid $500 for one at some point. Nowadays $100 is the going rate, mainly because of people like Sean and John who have helped get hardware and software into the hands of those who want it and could not possibly get it otherwise. Hence, the Vectrex has lost a bit of its exclusivity. >Gee, without an ongoing interest in the Vectrex, I bet nobody would care >about new game development, either.... Which came first, the multicarts and new games or the interest in game development? Some really *awful* logic you're using here... ;-) >Dr Calhoun is trying to hold to a moral standard that is apparently above >some others. What he was asking the new games authors to do was 'the right >thing to do', and he even offered to help offset the minimal cost involved. No cost involved. None of his business. No "right" thing to do, as Smith Engineering stated in their letter. No need for a middleman. NOTHING ILLEGAL BEING DONE BY JOHN DONDZILA OR SEAN KELLY! If I were you, I'd be kissing their asses instead of Calhoun's, because they're the ones making multicarts and new games available to you. "Moral standard?!" Huh? >What did he ask? Let me try to rephrase for him: "<>". What *I* feel he did say was this: "I have alerted people who may have a legal interest in what you're doing, without your knowledge, and now offer my services as mediator." All your paraphrasing is simply rewording, as your "para" is as long as his actual letter. You could've just copied the thing... >Dr. Calhoun has made a couple of mistakes, I'll admit. He assumed that the >readers of rec.games.vectrex are long-time readers and understand the >history behind keeping the Vectrex alive; and he expected that the current >developers shared his sense of morals that the RGV group owes certain >respect to others (such as the inventor and copyright holder). Morality in video games. UGH! Don't we have enough moral and ethical enforced judgment in our country without this? I think most of us understand the history behind keeping the Vectrex alive and respect those who created it. Sean and John are taking an ACTIVE role in keeping this thing alive. You're doing your part, and I'm doing mine (such as it is). What we don't need is sanctimony and finger-pointing because someone mentioned legalities and John reacted with some paranoia (which I can CERTAINLY understand). >Unfortunately, after reading some of Mr. Dondzila's responses to this >whole issue, I'm afraid that it's unlikely that I'll retain much respect for >the person behind the programming. Yeah that's good, flame John. &^@#$*&# (mean words I originally wrote censored)!!! I respect YOUR efforts for keeping the .csus archives up, but you have definitely lost MY respect as an individual for so aggressively flaming a man who has taken days if not months out of his life to bring whole new video games to you and I. If that isn't the ultimate way of perpetuating the life of an aging video game system, I don't know what is. Even if John is being a total dweeb and paranoid and rude to Dr. Calhoun, you do not deserve to blast him this way. BTW, John posted a retraction which I for one don't even feel he needed to post. Went sort of unrecognized by you, eh? ***************In summary:*************** If anything would hurt the Vectrex world, it's this. Threats of legal suits against people wanting to buy or sell multicarts or worse yet, develop new games! My advice to these people, IGNORE THIS. There wasn't and never will be any threat of legal action against any of us. Nobody is stealing ANYTHING, and nothing being done is IMMORAL or otherwise unethical. I'd also like to thank Dr. Calhoun, John Dondzila, Sean Kelly and a couple of notable guys I know working on Vectrex stuff who I'll let remain nameless... For helping to keep the dream alive. Thanks! But let's all calm down and get along and lose the egos, shall we? *soapbox mode over* -Bill Stanton + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!cs.utexas.edu!news.ti.com!news.dseg.ti.com!news From: jfra@msg.ti.com (Jon) Newsgroups: rec.games.vectrex Subject: First Timer Vectrex Auction Date: Fri, 24 Jan 1997 18:28:50 GMT Organization: jfra@msg.ti.com Lines: 54 Distribution: inet Message-ID: <5cav15$2vj@sf18.dseg.ti.com> Reply-To: jfra@msg.ti.com NNTP-Posting-Host: cna0106924b.dseg.ti.com X-Newsreader: Forte Free Agent 1.0.82 After having asked for (and received) opinions on how much my Vectrex with assorted games/overlays/manuals is worth, I would like to say thanks for the input. I am now ready to ask for offers to purchase the entire setup. So far, in response to my request for opinions on how much the systems is worth, I've received an offer of $50 to someone who said it would be worth $250 "to the right buyer". One person asked me if I had the light pen. No, it was destroyed by one of my visiting cousins back in 1983. A little history of this Vectrex... It was a birthday present I received for my 13th birthday back in 1982. It has spent most of its life in a corner of my parents home in Michigan. On one of our visits to see my folks, I decided to reclaim it and bring it to Texas with me. Since that time, my wife and I have moved several times. I faithfully moved it to each location. Now my wife would dearly love for me to part company with the Vectrex. Since she is forcing the issue, maybe I could persuade someone to buy her unused treadmill at the same time. It, after all, weighs a lot more than my poor Vectrex. ____________________________________________________ ONE VECTREX SYSTEM with the following: GAME CARTRIDGES: * Cosmic Chasm (w/overlay) * Pole Position (w/overlay) * Hyper Chase (w/overlay) * Scramble (w/overlay) * Armor Attack (w/overlay) * Melody Master (without overlay) ADDITIONAL OVERLAYS: * Polar Rescue * Minestorm ADDITIONAL MANUALS: * Art Master * Owner's Manual * "Passport" Manual ?? MISSING COMPONENTS: * Joystick controller * Light Pen (for Melody Master) ____________________________________________________ So, to a good home (and the right price), I offer my Vectrex system for sale. I will take offers until Sunday, Feb. 2, 1997. You can reach me at Email: jfra@msg.ti.com or jfra@flash.net Thanks, Jon + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!cam-news-hub1.bbnplanet.com!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!mindspring!news9.agis.net!agis!newspeer1.agis.net!agis!news.monmouth.com!news From: pcjohn@monmouth.com (John Dondzila) Newsgroups: rec.games.vectrex Subject: Re: In defense of Dr. Calhoun Date: Fri, 24 Jan 1997 22:54:40 GMT Organization: Arcade's Are Us Lines: 100 Distribution: inet Message-ID: <5cbeoo$5m7@news.monmouth.com> References: <5c8731$mhu@news.csus.edu> Reply-To: pcjohn@monmouth.com NNTP-Posting-Host: pa-ppp28.monmouth.com X-Newsreader: Forte Free Agent 1.0.82 >I'm quite dismayed and disappointed in some of the misunderstandings >and flat-out nastiness that I've seen lately and, against my better >judgement, it's time for me to stick in my opinion. Oh boy, here we go again. Just after that thread was starting to die. >Dr. Calhoun recently tried to do what he felt (and I agree) was the >right thing, and got toasted for his efforts, being asked: >> Okay, so what else have you contributed besides the Jay Smith letter ? >The arrogance and IGNORANCE concerning the importance of long-time >contributors like Dr. Calhoun is sad, to say the least. Let's backtrack >a bit, shall we? Okay, well maybe if Dr. Calhoun introduced himself and told me who he was instead of shoving that sacred letter of his in the E-mail then I wouldn't have gotten so bent out of shape about it. >Dr. Calhoun took up the cause to track down the copyright holder (no easy >task since the parent company was also dead and gone). He tracked the legal >trail back to the inventor of the Vectrex, who had regained the copyrights, >and obtained his PERMISSION to redistribute the code for the enjoyment of >the hobby. Again, it would have been nice if he let me (more like us) know about this in the first place. This is why I asked "what have you done ...", for the only impression I was getting is he would occasionally post the Smith letter on the net. >Gee, without an ongoing interest in the Vectrex, I bet nobody would care >about new game development, either.... I have to disagree to a point. I don't think it would be quite as strong, but it would be there. >Dr Calhoun is trying to hold to a moral standard that is apparently above >some others. What he was asking the new games authors to do was 'the right >thing to do', and he even offered to help offset the minimal cost involved. >What did he ask? Let me try to rephrase for him: "To Mr. New-Game developer: >Meet Mr. Smith, of Smith Engineering. He invented the Vectrex. He has been >generous enough to encourage the continued use and appreciation of the >Vectrex, without further compensation. He is rightly proud of his creation; >you must enjoy it too or else you wouldn't stay up late at night hacking >new games for 15-year old hardware. As a courtesy to Mr. Smith, it would >be very nice if you were willing to provide him with a complimentary copy >of your work. He probably isn't some 15 year old kid with direct web access >and a supply of Vectrex EPROM cartridges, so downloading your work from your >web site is probably inconvenient for him. To show Mr. Smith the respect he >deserves for his past accomplishments, I encourage you to send him copies >of your work. To lessen your financial burden, I will happily cover half of >the list cost to you to do this gesture of appreciation and respect". I think that sounds much better. I'm not going to quote the original letter. >Dr. Calhoun has made a couple of mistakes, I'll admit. He assumed that the >readers of rec.games.vectrex are long-time readers and understand the >history behind keeping the Vectrex alive; and he expected that the current >developers shared his sense of morals that the RGV group owes certain >respect to others (such as the inventor and copyright holder). Okay, I said this before and I'll say this again. With or without Smith Engineering's generous contributions, someone would have eventually dumped the game images as well as the Exec Rom. There are no Colecovision freebies however both myself and another independent programmer have figured out what makes the thing tick and are currently developing games for it. The same thing would have happened to the Vectrex. >In closing, I think that it is exemplary that Mr. Dondzila is so generous in >distributing his game creations. I actually am surprised that he doesn't ask >for compensation for including his code in the multicarts, and (though I've >never played one of his creations) I respect his programming skills. And as I said before, I'm not some big corporate monster out to make millions of dollars. I do this as a hobby and I want anyone who wants to see my work to have that chance. I have an agreement with the multicart maker and that is between him and myself. >Unfortunately, after reading some of Mr. Dondzila's responses to this >whole issue, I'm afraid that it's unlikely that I'll retain much respect for >the person behind the programming. Somehow I don't think I'm going to lose sleep over this. If you look at the source for my games, you probably won't retain much respect for my programming skills either. In closing, I admit I mis-interpreted Doctor C's letter, and posting it publicly wasn't one of the brightest things I've ever done, but what's done is done. I'd like to think that good will come out of this since there is certainly a lot more awareness of the history involved. If everyone wants to lose respect for me, then fine. So be it. I'll stop writing Vectrex games and move on to other things. But right now I'll keep doing what I do. JD + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!newshub.csu.net!www.nntp.primenet.com!nntp.primenet.com!feed1.news.erols.com!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!news.sprintlink.net!news-peer.sprintlink.net!cs.utexas.edu!geraldo.cc.utexas.edu!arlut.utexas.edu!news.eden.com!uunet!in3.uu.net!204.174.222.160!news.axionet.com!news.bctel.net!news From: Tursi Newsgroups: rec.games.vectrex Subject: Re: (etc) Programming Sources :) Date: Fri, 24 Jan 1997 08:19:51 -0800 Organization: BCTEL Advanced Communications Lines: 16 Message-ID: <32E8E127.7B94@awinc.com> References: <32E157DF.27FE@awinc.com> <32E2EDF1.4CF1@awinc.com> Reply-To: mbrent@awinc.com NNTP-Posting-Host: pntn02m01-6.bctel.ca Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01Gold (Win95; I) Tursi wrote: > *SO*, will someone, perhaps the coder of Patriots or Lander, please > me know what assembler they use, where to get it (or at least a name > search for), and whether any steps are required after assembly to > produce a binary (ie: linking?). I have the game I wanna do in mind, > just have to get to it. ;) Well... no replies so far... tsk. Oh well. I have an assembler that I think will do the trick. It still doesn't properly assemble any of the sources I've downloaded, but it seems a bit more primitive than the assembler used for those. I also found a program which creates the binary, however poorly. :) By the end of this weekend I should know if I can get anything going. :) + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!howland.erols.net!newsxfer3.itd.umich.edu!newsfeed.internetmci.com!news.xnet.com!typhoon.xnet.com!not-for-mail From: skelly@typhoon.xnet.com (Sean Kelly) Newsgroups: rec.games.vectrex,rec.games.video.classic,rec.games.video.marketplace Subject: THE Auction - phase 4! [update] Date: 24 Jan 1997 23:31:51 GMT Organization: XNet - Chicagoland's Regional ISP (630) 983-6064 Lines: 375 Distribution: inet Message-ID: <5cbgp7$tk@flood.xnet.com> NNTP-Posting-Host: typhoon.xnet.com X-Newsreader: TIN [UNIX 1.3 950824BETA PL0] Xref: csus.edu rec.games.vectrex:6456 rec.games.video.classic:71107 rec.games.video.marketplace:104591 THE Auction - Phase #4 ---------------------- This is the largest of the four auctions in this series I've run so far and there's a ton of really great stuff here! The regular bidding portion of this auction will end on 1-28-97 at which point all auctioned items will enter a once, twice, sold format. Please be sure to read rule #2 in regards to the once, twice, sold portion of the auction! PLEASE READ THE RULES!!! I never read them either, but my auctions run a little differently than most you may have participated in. The items listed here STILL only scratch the surface of what's to come!!! Atari 2600 Rarities ------------------- Malagai..................................... $100 "Facemask" This one needs a little explaining. Malagai was never released but at some point in time a "tube" of Gauntlet and Malagai chips were dug up. Seeing as how you can't plug chips in to your 2600, these chips had to be put onto circuit boards in order to be of any use to anyone. So even though the game was made by Answer Software, it comes in an Atari casing without any label. The suspicious collector may be leary of this type of a cartridge, for fear of it being a copy of the game. BUT a quick turn of the phillips screw holding this case together will reveal the circuit board on which you will find a chip with the Answer part #AN-1001-00 (which is Malagai) and the Answer copyright notification. Believe me....NOBODY would be able to print on this chip even if they wanted to! I will be happy to include a voucher of authenticity with this cartridge and a picture of the chip itself is available at: http://www.xnet.com/~skelly/images/malchip.jpg Swordquest Waterworld....................... $ 85 "Buck" Not much needs to be said about this extremely rare Atari title. It's a loose cart and in MINT condition. Crazy Climber............................... $ 90 "Buck" One of the most sought-after carts for the 2600! Loose cart in MINT condition! Mogul Maniac................................ $ 46 "Climber" Comes complete with BOX and INSTRUCTIONS...AND... the Joyboard controller! Smurfs Save the Day......................... $ 50 "Nicole" For use with the Coleco's KidVid controller. Loose cart in excellent condition. Also included are ALL THREE cassette audio tapes! The tapes are ORIGINALS and include their respective artwork. Raft Rider.................................. $ 8 "Elevate" One of the rarer US Games title. Loose cart in good condition with original instructions. Up N Down................................... $ 60 "Buck" Not only the rarest of the Sega-released 2600 titles, but also a pretty fun game! Sea Hawk.................................... $ 25 "Aeriel" Panda cart #108. Loose cart in good condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Scuba Diver................................. $ 30 "Nicole" Panda cart #104. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Exocet...................................... $ 30 "Ether" Panda cart #109. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Harbor Escape............................... $ 21 "Buck" Panda cart #???. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Atari 2600 "Strange-ities" -------------------------- The following batch of carts are kind of unusual. Many of them are Taiwanese rip-offs meaning they were originally released by another company and then pirated by a second company and sold under a different name with minorly altered graphics. In some cases they didn't even bother to change the graphics at all. There is almost never any indication of company name anywhere on the label or casing. What I have done is gather up a bunch of these type carts and am listing them here. Since sometimes the titles these companies choose have absolutely NOTHING to do with the game that is contained in the cartridge, I am listing what game these are pirated copies of. Since these can be confusing, I have also scanned all the labels and each one is available on the world wide web so you can take a look at it to make sure whether you have it or not. Farmer Dan.................................. $ 11 "Climber" Copy of : Gopher by US Games PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/farmer.jpg Wustenschlacht.............................. $ 11 "Climber" Copy of : At least "similar" to Sea Hawk by Panda PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/wusten.jpg Great Escape................................ $ 20 "Nicole" Copy of : Lock N Chase by Mattel PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/ges.jpg Ski Hunt.................................... $ 16 "Climber" Copy of : Mogul Maniac by Amiga PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/ski_h.jpg Sea Hawk.................................... $ 24 "Nicole" Copy of : Sea Hawk by Panda PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/sea_h.jpg Laser Volley................................ $ 10 "Winter" Copy of : Flash Gordon PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/laser.jpg Turmoil..................................... $ 10 "Winter" Copy of : Turmoil by 20th Century PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/turmoil.jpg Mein Weg.................................... $ 16 "Eraser" Copy of : Challenge by HES PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/mein.jpg Ocean City Defender......................... $ 10 "Winter" Copy of : Atlantis by Imagic PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/ocean.jpg Sea Monster................................. $ 11 "Climber" Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Open Sesame................................. $ 10 "Clove" Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Mission 3000................................ $ 10 "Clove" Copy of : Nothing - orignal game! PAL/NTSC : PAL Picture : label has no picure. Mr. Postman................................. $ 15 "Eraser" Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Fox & Goat.................................. $ 11 "Climber" Copy of : Not really sure PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/foxg.jpg River Raid I................................ $ 21 "Nicole" Copy of : River Raid by Activision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/rr1.jpg Freeway..................................... $ 10 "Winter" Copy of : Freeway by Activision PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/freeway.jpg Die Springteufel............................ $ 10 "Winter" Copy of : Fast Eddie by 20th Century PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/die_s.jpg Condor Attack............................... $ 22 "Nicole" Copy of : Condor Attack by Ultravision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/condor.jpg Robin Hood.................................. $ 14 "Climber" Copy of : Save Our Ship PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/robin.jpg Dschungel Boy............................... $ 10 "Winter" Copy of : Pitfall by Activision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/dschun.jpg Bobby Geht Nach Hause....................... $ 16 "Eraser" Copy of : Bobby is Going Home PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/bobby.jpg ColecoVision ------------ Q*Bert's Qubes.............................. $ 60 "Concept" At the very least, in the "top ten" of hard-to-find ColecoVision carts. Loose cart in very good condition with original instructions. Frogger II.................................. $ 11 "Data" One of the last few Parker Brothers releases for ColecoVision! Loose cart in excellent condition. James Bond 007.............................. $ 25 "Data" Another very hard to come by CV title. Comes complete with BOX and INSTRUCTIONS! Flipper Slipper............................. $ 32 "Data" SpectraVision rarity for CV. Comes complete with BOX and INSTRUCTIONS! It's Only Rock & Roll....................... $ 40 "Aeriel" Very hard to come by. Comes complete with BOX and INSTRUCTIONS! Miscellaneous ------------- Tetris by Tengen for the NES................ $ 50 "Eraser" Complete in the box and in excellent condition! King of Kings by Wisdom Tree for the NES.... $ 20 "Data" Rare bible-type NES game. Shrinkwrapped! Data Age RECORD............................. $ 25 "Climber" This is a 33rpm music record titled "Up to Now You've Had It Easy". The record itself depicts the five Data Age Atari 2600 titles incorporated into a very graphic layout on the record itself. The record has never been played and is enclosed in it's original packaging!! Atari Video Music Console................... $ 85 "Conquer" HIGHLY sought-after stereo component made by Atari. These are very hard to come by! Unit is in good condition. STRAIGHT SALE ITEMS ------------------- Everything listed below is for SALE at the price listed on a first-come-first-served basis. Vectrex: 3D IMAGERS!!....................... $350 SOLD! Loose Imagers in excellent condition. 3D Minestorm and its color wheel are included. Vectrex: Web Warp........................... $ 50 This is the European version of Web Wars. This cartridge is brand new in the box. Vectrex: Fortress of Narzod................. $ 15 Loose cart. Vectrex: Star Castle........................ $ 25 Loose cart. Vectrex: Clean Sweep........................ $ 15 Milton Bradley European version. Loose cart. Odyssey 2 Videopac: #55 Neutron Star........ $ 40 SOLD! One of the harder to find Videopacs. The Rules --------- 1) EVERYONE will be ASSINGED an alias. I have a list of aliases typed in and will assign one to every bidder. 2) The "going once, twice, sold" portion of this auction MAY be limited in it's duration to keep this auction from dragging on and on. I have two options that I am considering in this regard. Items that have been going once or twice for an intentionally undisclosed amount of time will take the form of one or the other of the following two types of auctions: a) A sealed bid. Bidders that have PLACED BIDS duing the going once or twice portion of the auction will be asked to place a secret bid. Once all sealed bids are received, the highest bidder will be determined and will win the item. b) A random drawing. Bidders that have PLACED BIDS during the going once or twice portion of the auction will be eligible for the random drawing. The item will be offered in a random drawing to such bidders still interested in the item at the current high bid. c) The standard once, twice, sold format will be followed in general. Items going once will advance to going twice after one day. Items going twice will advance to going twice after one day. Items going twice will be considered SOLD after one day. 3) Do not bid on anything you don't intend to pay for! 4) Minimum bid increments: $ 1 - $10 : $1 $11 - $20 : $2 $21 - $50 : $3 $51 - $150 : $5 $151 & up : $10 5) Payment is expected to be received within two weeks of the auctions' close. Items not paid for within two weeks will possibly be offered to someone else at my discretion. 6) Basically, let's all use some common sense and courtesy... skelly@xnet.com http://www.xnet.com/~skelly/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!news.sprintlink.net!news-peer.sprintlink.net!howland.erols.net!newsxfer3.itd.umich.edu!portc01.blue.aol.com!newstf02.news.aol.com!audrey01.news.aol.com!not-for-mail From: dubljay@aol.com (Dubljay) Newsgroups: rec.games.vectrex Subject: I'M SELLING MY VECTREX!!!!! Date: 25 Jan 1997 19:49:37 GMT Organization: AOL http://www.aol.com Lines: 3 Distribution: inet Message-ID: <19970125194901.OAA10283@ladder01.news.aol.com> NNTP-Posting-Host: ladder01.news.aol.com X-Admin: news@aol.com Looks brand new, comes with 1 paddle, 14 games all with overlays and in thier original boxes!!!!! Email me at dubljay@aol.com if interested. Check out the NEW 3D GAME PAGE at http://members.aol.com/dubljay/main.htm + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!newsgate.cuhk.edu.hk!news.glink.net.hk!uunet!in2.uu.net!204.245.3.50!news.primenet.com!krishna From: Glenn Saunders Newsgroups: rec.games.vectrex Subject: Re: Unpleasant News From PcJohn (Vectrex Developer) Date: 25 Jan 1997 12:50:02 -0700 Organization: Primenet (602)416-7000 Lines: 10 Distribution: inet Message-ID: <5cdo5a$7k9@nnrp1.news.primenet.com> References: <5bllgk$9gu@news.monmouth.com> <5btfak$4a1@news1.voicenet.com> <32e7dc2f.4715529@NEWS.WCO.NET> X-Posted-By: krishna@206.165.5.107 (krishna) The mortal Bill Stanton wrote: : I'm pretty sure the "money river" for Vectrex products is done. There is one way left for the Vec products to make money, but as has been discussed at length, there are technical problems in getting it to work. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!mr.net!newshub.tc.umn.edu!urvile.msus.edu!oak.ic.mankato.mn.us!news From: Greg & Heidi Priglmeier-Muehlhausen Newsgroups: rec.games.vectrex Subject: There is hope!!! Date: Sat, 25 Jan 1997 14:13:10 +0100 Organization: Internet Connections, Inc. (507) 625-7320 Lines: 15 Distribution: inet Message-ID: <32EA06E6.1ADC@ic.mankato.mn.us> Reply-To: hgncat@ic.mankato.mn.us NNTP-Posting-Host: s44.ic.mankato.mn.us Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01Gold (Macintosh; I; PPC) A couple of months ago I found a cache of 8 Vectrex games at a thift store for a dollar each (in the box with overlays and instructions). This was the first time I had found any Vectrex stuff (it's hard to find in the Midwest). Since then, I have been looking for a Vectrex unit to play the games on at an affordable price - I don't have mush of a budget. Most of the units that I've seen for sale on the internet have been $175.00 or more in good condition. Well, today was my lucky day! I found a Vectrex unit with one controller in mint condition for $10.00! For me the excitement of finding the games I want unexpectedly (an affordable) is the most exciting part of being a collector. I hope that at least some of you share that enthusiasm... I wish you the best of luck on your next hunt. -Greg Priglmeier + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!feed1.news.erols.com!insync!uunet!in2.uu.net!204.245.3.50!news.primenet.com!krishna From: Glenn Saunders Newsgroups: rec.games.vectrex Subject: Re: In defense of Dr. Calhoun Date: 25 Jan 1997 13:08:02 -0700 Organization: Primenet (602)416-7000 Lines: 51 Distribution: inet Message-ID: <5cdp72$9k3@nnrp1.news.primenet.com> References: <5c8731$mhu@news.csus.edu> <32e7dae5.4385475@NEWS.WCO.NET> X-Posted-By: krishna@206.165.5.107 (krishna) The mortal Bill Stanton wrote: : get them involved at all, if they obviously either didn't care in the : first place or were so uninvolved with the industry anymore that they : were not aware? This files under the category of "apathy = consent". Legally this doesn't hold up, if it ever did go to court. : (such as it is). What we don't need is sanctimony and finger-pointing : because someone mentioned legalities and John reacted with some : paranoia (which I can CERTAINLY understand). I think some sanctimony and finger-pointing IS necessary, however, in classic gaming in general. The Vectrex situation is really an anomoly in the industry. The vast majority of ROM image trading and such are on very shaky legal ground (albeit not much of a real-world risk of litigation). I find this ironic to me, because if classic gamers really did have a love for the old games, they'd have more respect for the programmers and designers. But this has been a problem all the way back to the disk crackers on the 8-bit home computers in the early 80s (which some blame for the early demise of some of those machines). If these programs were so worthless to their parent companies, finding them and making a GCE-like arrangement would have been easy, and well worth the peace-of-mind. So using the "worthless" argument seems to be just a cover for laziness. I just don't like hypocrisy. If you are going to do something illegal, by all means fess up to it and don't try to finesse moral logic to make it seem like it isn't. It's like pot smokers starting to talk about all the uses of hemp when they are just trying to validate getting high. Call a spade a spade. Piracy is piracy, whether the parent company sends the lawyers out to string you up or not. If you are involved in an act of piracy, and someone calls you to task for it, have the GUTS to say "Yeah, I'm involved in low-level piracy and I am content with the level of risk and moral impurity involved." and move on. Don't just dodge the issue or sling insults. : aggressively flaming a man who has taken days if not months out of his It is you who is interpreting his post as a flame. : Nobody is stealing ANYTHING, and nothing being done is IMMORAL or : otherwise unethical. In the Vectrex domain, yes. But I think he was merely extending his post to cover the entire classic world, where ethics are a four-letter word. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!newsfeeds.sol.net!newspump.sol.net!howland.erols.net!newsfeed.internetmci.com!newshost.vvm.com!usenet From: "Hayden" Newsgroups: rec.games.vectrex Subject: RE: Big Screen Vectrex Date: 25 Jan 1997 21:47:50 GMT Organization: VVM, Inc. Lines: 14 Distribution: inet Message-ID: <01bc0b09$47d23160$8b5f47cc@whayden> NNTP-Posting-Host: k1slip10.vvm.com X-Newsreader: Microsoft Internet News 4.70.1155 I was wondering if an overhead projector would work. Take the optical reflector (I guess that is what it could be called, Heck I am no overhead guru) and place it over the Vec's screen while it is laying on its back. The only thing that would keep it from working in my mind is the brightness of the screen. If I had a Vec still I would try since I have access to overhead projectors. Just another thought on this tantalizing idea. -- William M. Hayden Electronic Technician Communication/Computer USA + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!news.sprintlink.net!news-peer.sprintlink.net!news-pull.sprintlink.net!news.sprintlink.net!news-ana-7.sprintlink.net!news.monmouth.com!news From: pcjohn@monmouth.com (John Dondzila) Newsgroups: rec.games.vectrex Subject: Re: In defense of Dr. Calhoun Date: Sat, 25 Jan 1997 23:02:17 GMT Organization: Arcade's Are Us Lines: 51 Distribution: inet Message-ID: <5ce3j9$2uu@news.monmouth.com> References: <5c8731$mhu@news.csus.edu> Reply-To: pcjohn@monmouth.com NNTP-Posting-Host: pa-ppp13.monmouth.com X-Newsreader: Forte Free Agent 1.0.82 I copied this over from ALT.NULL Although the fellow who started this thread felt he had to speak his mind, it seems he didn't want any one else to comment on it. - JD ------------------------------------------------------ John has spent a lot of time on games and probably hasn't made profit on them. All he can expect gratitude. I know what he's going through. When you work that long on a project, and someone starts picking nits, it's easy to be ultra-sensitive and fly off the handle. I've done it myself. It's hard to remain objective in situations like this. So I understand why John responded the way he did although I don't agree that it was fair. The other issue is a huge one. That being to which extent classic gamers feel obligated to respect copyright. I would argue that few if any classic gamers respect copyright (which many define in whichever way they feel is convenient), and some very conspicuously and shamelessly violate copyright. The primary thinking being that a) Maybe it's illegal but nobody will stop me because noone cares--the "if I can get away with it, it can't be that wrong" philosophy, and b) system or company dead = everything should be freely distributable, or the "whatever I feel is right is right regardless of the letter of the law, but I'll just assume it's right and not even find out what the letter of the law is." philosophy. These attitudes make those of us like myself who went to great lengths to insure the legality of our classic videogame projects question why we bothered when nobody else seems to. There just seems to be a double-standard here. When it comes to trading ROM images and badly scanned or OCRd manuals on the net, everyone does it with impunity and noone gets caught, even when they talk about it openly. When someone tries to manufacture a concrete project from these materials and sell it, however, you are suddenly opening yourself up to litigation, hence having to go to such lengths to make it legit. This, in effect, hinders people from collecting these materials and presenting them in a pleasing fashion because of the ubiquitous nature of these materials on the net. If everyone has it, why make it? In the end people do suffer because vanilla ROM-dump n ASCII manual electronic distributions are never as enjoyable as something you can hold in your hand with a real manual, et. al. And historically speaking, the ancillary material that goes with the game is soon lost to the ages when most of the people who still run these games run only from these bare-bones archives. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!news.sprintlink.net!news-peer.sprintlink.net!news-pull.sprintlink.net!news.sprintlink.net!news-chi-13.sprintlink.net!ratty.wolfe.net!usenet From: vx@wolfenet.com (V-X) Newsgroups: rec.games.vectrex Subject: Re: Reproduction overlays. Date: Fri, 24 Jan 1997 15:42:03 -0800 Organization: ungh.com Lines: 25 Distribution: inet Message-ID: <32f94896.32242173@news1.wolfenet.com> References: <32E7D310.28C6@X-Net.Net> <5c8uf5$4t4@nnrp1.news.primenet.com> NNTP-Posting-Host: sea-ts4-p23.wolfenet.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.339 X-No-Archive: yes On 23 Jan 1997 17:07:01 -0700, in rec.games.vectrex, nickb@primenet.com (Nick S Bensema) wrote: >In article <32E7D310.28C6@X-Net.Net>, Clarke Russell wrote: >>Who would be interested in reproduction overlays? I was talking to a >>friend of mine that owns a printing shop, and he said it's possible. I >>figure I have most of the images, and they could be done pretty well. >>How much would anyone be willing to pay for them. I'm not trying to make >>any money mind you, but I have a feeling that a "small run" of about >>10-15 of them would be kinda pricy. I don't want to bother him with the >>complete estimate before I know what people MIGHT want to pay. >> >>Clarke Russell > >I might pay $5 to $7 for one reasonably generic overlay, but if you can >give ma a unit price of $3 to $4, I'd probably buy quite a few. Me, too, on that--I'd buy a whole set for $3-4 apiece. Visit the Jack Chick Archive and Loads o' Groove at: http://www.ungh.com UNGH: You're soaking in it. "You've got all that is really needed to save a dying world from its funklessness." + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!news.sprintlink.net!news-peer.sprintlink.net!news-pull.sprintlink.net!news.sprintlink.net!news-chi-13.sprintlink.net!ratty.wolfe.net!usenet From: vx@wolfenet.com (V-X) Newsgroups: rec.games.vectrex Subject: Re: First Timer Vectrex Auction Date: Fri, 24 Jan 1997 15:44:26 -0800 Organization: ungh.com Lines: 21 Distribution: inet Message-ID: <32fa4903.32351258@news1.wolfenet.com> References: <5cav15$2vj@sf18.dseg.ti.com> NNTP-Posting-Host: sea-ts4-p23.wolfenet.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.339 X-No-Archive: yes On Fri, 24 Jan 1997 18:28:50 GMT, in rec.games.vectrex, jfra@msg.ti.com (Jon) wrote: >Now my wife would dearly love >for me to part company with the Vectrex. Jon: I used to have a Vectrex. I also used to have a wife. I know which one *I'm* desperate to get back. --Hope that helps. Visit the Jack Chick Archive and Loads o' Groove at: http://www.ungh.com UNGH: You're soaking in it. "You've got all that is really needed to save a dying world from its funklessness." + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!nntp.primenet.com!news.primenet.com!krishna From: Glenn Saunders Newsgroups: rec.games.vectrex Subject: Re: Big Screen Vectrex Date: 25 Jan 1997 21:02:01 -0700 Organization: Primenet (602)416-7000 Lines: 23 Distribution: inet Message-ID: <5cekvp$4r@nnrp1.news.primenet.com> References: <01bc0b09$47d23160$8b5f47cc@whayden> X-Posted-By: krishna@206.165.5.104 (krishna) The mortal Hayden wrote: : I was wondering if an overhead projector would work. Take the optical : reflector (I guess that is what it could be called, Heck I am no overhead : guru) and place it over the Vec's screen while it is laying on its back. No, it won't. The phosphor screen of a projection TV is very fragile. Tests have shown that a Vec can quite easily burn the phosphor off. It's just not well suited for this. Not only that, but this same phosphor-burn problem can occur with arcade X/Y monitors when hooked up to a vectrex due to the way the vec draws to the screen (center dot burnin being the result). So what we have here are three strikes. Vec doesn't work well with a projection TV. Vec doesn't work well with current laser deflectors. Ved doesn't work well with standard Wells-Gardner arcade type X/Y monitors. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-peer.gsl.net!news.gsl.net!EU.net!uknet!usenet1.news.uk.psi.net!uknet!dispatch.news.demon.net!demon!ramrod.demon.co.uk!not-for-mail From: cmsmith@ramrod.demon.co.uk (Craig Smith) Newsgroups: rec.games.vectrex Subject: How much is my MB Vectrex worth? Date: Sun, 26 Jan 1997 14:10:26 GMT Message-ID: <32eb636b.2695527@news.demon.co.uk> NNTP-Posting-Host: ramrod.demon.co.uk X-NNTP-Posting-Host: ramrod.demon.co.uk X-Newsreader: Forte Free Agent 1.1/32.230 Lines: 28 Hi, I'm in the UK and have two MB Vectrex machines, one on which I would be interested in selling if the offers are good enough. So, does anyone have an idea of how much the following would be worth? Vectrex system, no box, in good working condition. Minestorm with overlay Armour Attack - boxed with instructions and overlay Solar Quest - boxed with instructions and overlay Clean Sweep - boxed with instructions and overlay Scramble - boxed with instructions and overlay Cosmic Chasm - boxed with instructions and overlay Berserk - boxed with instructions and overlay I also have a couple of loose carts, Spike and Fortress of Narzod. These both have overlays. Thanks for any help, especially from any UK vectrex followers. Craig. P.S - Isn't there a company called RetroGames or something which deal with old video game systems? Does anyone have their number/address? + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!news.bbnplanet.com!su-news-hub1.bbnplanet.com!newsout1.alt.net!news1.alt.net!news11.agis.net!agis!newspeer1.agis.net!agis!excalibur.flash.net!not-for-mail From: jfmunoz@flash.net (Jose Munoz) Newsgroups: rec.games.vectrex Subject: Vectrex With 2 Games FS/T Date: 26 Jan 1997 20:55:58 GMT Organization: Flashnet Communications Lines: 15 Distribution: inet Message-ID: <5cggcu$5hb$2@excalibur.flash.net> NNTP-Posting-Host: iasc1-75.flash.net Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Newsreader: WinVN 0.99.8 (x86 32bit) I have a Vectrex and a good controller for sale or trade. It has built in Minestorm, and two loose carts, Starhawk and Ripoff. I'm lookng to sell my Vectrex to get a larger hard drive. If anyone has upgraded to a large IDE hard drive and has a good used 850 MB or larger Hard drive taking up space I would prefer to do a trade. Best trade, or offer over $100.00 by Sunday 2/2/97 gets it. Thank You Very Much. Jose F. Munoz jfmunoz@flash.net + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!su-news-hub1.bbnplanet.com!cpk-news-hub1.bbnplanet.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!uunet!in2.uu.net!204.191.213.61!ott.istar!istar.net!n1ott.istar!cyberus.ca!max-port229.cyberus.ca!user From: sscallen@chat.carleton.ca (Shawn Scallen) Newsgroups: rec.games.vectrex,alt.games.video.classic,rec.games.video.classic,rec.games.video.marketplace Subject: Yet Another Auction - Part 1: 2600 stuff Date: Sun, 26 Jan 1997 18:18:53 -0500 Organization: Spectra Sonic Sound Lines: 532 Distribution: inet Message-ID: NNTP-Posting-Host: max-port206.cyberus.ca Xref: csus.edu rec.games.vectrex:6473 alt.games.video.classic:15046 rec.games.video.classic:71235 rec.games.video.marketplace:104895 Yet Another Auction - Part 1: 2600 - lotsof boxes and R, ER stuff! UPDATE #1 - newsgroup and mailing list - 01/27/97 hello everyone! it's that time again. my addiction to putting out records has superceeded my addiction to video game collecting. don't worry, i'm still collecting coleco and vectrex stuff and have a few hundred loose atari carts piled in my living room. if you want to see where your cash is going, check out my homepage at http://www.cyberus.ca/~scallen you can check out my record label and bands there. the bulk of this stuff was acquired from the owner of a video rental store. most is in good+ to mint condition, except for a bit of dust :) the only downfall is a lot of the carts have little mini price tags on the end labels and the boxes have 1/2 mailing labels on them. i have tried peeling off the price tags on the carts with good success. the labels on the boxes seem pretty stuck, unless you have a secret solvent or something. 2600 highlights include boxed: pristine, complete, Berenstain Bears, Qubert Qubes, Mr. Do s Castle, Bumperbash, Gas Hog, Vulture Attack, Spider Maze, Tomarc/Motocorss Racer, Gravitar (silver label), Pengo, Playaround double carts, UpnDown, Miner 2049er II.... i have a detailed of label/cart conditions/variations if you need to know that stuff. i will email it seperately, by request. please send bids to: an914@freenet.carleton.ca if someone you know dosen't have email access place bids they can call or fax 613-237-6863. please include mailing address, phone number and email address with first bid. bidders will recieve a bidder number with first bid. Bid increments are: $1-$20 $1.00 $21-$49 $2.00 $50+ $5.00 i will send out and post updates every day (or two). i will be away from Jan 31 to Feb 3. there will be no updates those days. the auction will run until February 14th and then there will be the usual going once, twice, sold phase. bid increments will be doubled at that point in an attempt to expediate things. i have already had a few people make offers on boxes alone. i will not seperate the carts and boxes, especially the ER stuff... sorry. buyout offers will have to be really good :) thanx shawn here goes: B = box, 0 = overlay, I = instructions, SW = shrinkwrap min/bid bidder # ATARI 2600 STUFF 20th Century B Alien..............................................$4 B Beany Bopper.......................................$4 - #7 B Crypts of Chaos....................................$5 - #3 B Earth Dies Screaming...............................$5 - #3 B Fantastic Voyage...................................$4 - #7 B Flash Gordon.......................................$4 - #7 B M*A*S*H............................................$4 - #7 B Megaforce..........................................$4 - #7 B Porky¹s............................................$4 B Spacemaster X-7....................................$5 - #3 B Turmoil............................................$4 - #7 Worm War I.........................................$2 Absolute Pete Rose Baseball.................................$4 - #6 B Skate Boardin¹.....................................$4 B Titlematch Pro Wrestling...........................$4 B Tomcat F-14 Fighter Simulator.....................$4 - #6 Activision B Barnstorming.......................................$2 - #7 B Beamrider..........................................$2 - #6 B Boxing.............................................$2 B Boxing/La Boxe (heavy plaque)......................$2 B Bridge.............................................$2 B Chopper Command....................................$2 B Commando...........................................$2 B Cosmic Commuter....................................$5 - #6 B Crackpots..........................................$2 - #7 B Decathlon..........................................$2 B Dolphin............................................$2 B Double Dragon......................................$6 - #15 B Enduro.............................................$2 B Freeway............................................$2 - #7 B Freeway (PAL)......................................$2 B Frostbite..........................................$2 - #7 B Ghostbusters.......................................$3 - #3 B Grand Prix.........................................$2 B H.E.R.O............................................$3 - #3 B Ice Hockey.........................................$2 B Ice Hockey/Le Hockey Sur Glace (heavy plaque)......$2 B Kaboom!............................................$2 B Keystone Kapers....................................$2 - #7 B Keystone Kapers (blue label).......................$2 B Kung-Fu Master.....................................$2 B Laser Blast........................................$2 B Megamania..........................................$2 B Oink!..............................................$2 - #7 B Pitfall............................................$2 B Pitfall II.........................................$2 - #6 B Plaque Attack......................................$2 B Pressure Cooker....................................$2 Private Eye........................................$2 - #6 B Rampage............................................$5 B River Raid.........................................$2 - #7 B River Raid II......................................$5 - #6 B Robot Tank.........................................$2 B Seaquest...........................................$2 - #7 B Skiing/Le Ski......................................$2 B Sky Jinks..........................................$2 B Space Shuttle......................................$2 B Spider Fighter.....................................$2 B Starmaster.........................................$2 B Tennis.............................................$2 Apollo B Final Approach.....................................$2 - #3 B Infiltrate (blue label)............................$2 B Lost Luggage (green label).........................$3 - #3 B Raquetball (blue label)............................$2 B Shark Attack (blue label)..........................$2 - #7 B Space Cavern (blue label)..........................$2 B Space Chase........................................$2 Wabbit.............................................$2 - #3 Atari - Blue Walt Disney Sorcerer¹s Apprentice......................$5 Atari - Brown BI Defender II (SW)...................................$2 B Desert Falcon......................................$2 B Donkey Kong .......................................$2 B Gravitar...........................................$2 B Jr. Pac-Man........................................$2 B Midnight Magic.....................................$2 B Off The Wall.......................................$3 - #3 B Realsports Boxing..................................$2 B Road Runner........................................$3 - #3 B Solaris (box top flap ripped, rip on back).........$2 B Space Invaders (SW)...............................$2 Atari - colour picture label BI Adventure..........................................$3 - #3 B Air-Sea battle.....................................$3 - #3 BI Asteroids (sealed, no shrink)......................$2 B Basketball.........................................$2 BI Beserk (SW - green box - Atari Comic Vol. 2).......$2 BI Beserk (red box)...................................$2 B Bowling............................................$2 B Circus Atari.......................................$2 B Combat.............................................$2 BI Defender...........................................$2 B Demons To Diamons..................................$2 B Dodge ŒEm..........................................$2 B Haunted House......................................$2 BI Math Gran Prix.....................................$2 - #7 BI Missle Command (sealed, no shrink).................$2 B Missle Command - lowercase.........................$2 B Othello............................................$2 B Sky Diver..........................................$2 - #7 BI Space Invaders.....................................$2 BI Space War..........................................$2 B Star Raiders w/ touchpad...........................$2 B Super Breakout.....................................$2 B Superman (bug version).............................$2 - #6 B Video Checkers.....................................$2 B Video Chess........................................$2 BI Video Pinball - lowercase..........................$2 BI Warlords...........................................$2 BI Yar¹s Revenge......................................$2 Atari - matte label B 3-D Tic-Tac-Toe - matte 1980.......................$2 - #3 B A Game of Concentration - matte 1978...............$2 - #3 B Adventure - matte 1980.............................$2 - #3 B Air-Sea Battle - matte 1978........................$2 B Brain Games - matte 1978...........................$2 - #3 B Breakout - matte 1978..............................$2 B Canyon Bomber - matte 1978.........................$2 - #3 B Casino (spec. ed.) - matte 1979....................$2 B Championship Soccer (spec. ed.) - matte 1980.......$2 - #7 B Combat - matte 1978................................$2 B Dodge ŒEm - matte 1980.............................$2 B Flag Capture - matte 1978..........................$3 - #3 B Football - matte 1979..............................$2 B Home Run - matte 1978..............................$2 B Human Cannonball - matte 1978......................$2 B Maze Craze - matte 1980............................$2 - #7 B Night Driver - matte 1980..........................$2 B Outlaw - matte 1979................................$2 B Space Invaders - matte 1980........................$2 B Space Invaders - matte 1979........................$2 B Street Racer - 1978................................$2 Atari - red label B Peanuts Snoopy and the Red Baron (rip in box top)..$3 - #3 Atari - silver label BI Battlezone (SW)....................................$2 B Battlezone.........................................$2 BI Centipede (SW).....................................$2 - #7 B Crystal Castles....................................$2 BI Dig Dug (SW).......................................$2 B Dig Dug............................................$2 B E.T. The Extra-Terrestrial.........................$2 BI Galaxian (sealed - no shrink - comic)..............$2 B Galaxian...........................................$2 BI Gravitar (SW)......................................$5 B Gremlins...........................................$11 - #3 B Joust..............................................$2 BI Jungle Hunt (SW)...................................$2 B Kangaroo...........................................$2 B Krull..............................................$2 - #3 B Marios Bros........................................$2 BI Millipede (SW).....................................$2 BI Moon Patrol (SW)...................................$2 B Ms. Pac-Man........................................$2 B Pengo..............................................$32 - #3 BI Phoenix (SW - comic #4)............................$2 B Pole Positn........................................$3 - #3 BI Raiders of the Lost Ark (sealed - no shrink).......$2 BI Realsports Baseball (SW)...........................$2 B Realsports Football................................$2 B Realsports Soccer..................................$2 B Realsports Tennis..................................$2 B Stargate...........................................$2 B Swordquest - Earthworld............................$2 B Swordquest - Fireworld (US box)....................$2 BI Swordquest - Fireworld (SW - Int¹l box)............$2 B Taz................................................$2 - #3 BI Vanguard (SW)......................................$2 Atari - yellow CCW B Alpha Beam with Ernie..............................$2 - #3 B Big Bird¹s Egg Catch...............................$2 - #3 B Cookie Monster Munch...............................$2 - #3 B Oscar¹s Trash Race.................................$2 - #3 CBS BI Gorf (SW)..........................................$2 - #7 B Solar Fox..........................................$2 - #7 BI Venture shrinkwrapped..............................$3 - #3 B Wizard of Wor......................................$2 - #3 B Blueprint..........................................$3 - #3 Coleco BI Berenstain Bears, The (complete, 3 cassettes SW)...$100 - #3 B Carnival...........................................$2 - #7 B Donkey Kong........................................$2 B Donkey Kong Jr.....................................$2 - #7 B Front Line.........................................$3 - #3 B Mouse Trap.........................................$2 - #7 B Mr. Do.............................................$3 - #3 B Roc N Rope.........................................$3 - #3 B Time Pilot.........................................$3 - #3 B Zaxxon.............................................$3 - #3 Data Age B Airlock............................................$2 - $3 B Bermuda Triangle...................................$2 - #3 B Bugs...............................................$2 - #3 B Encounter At L-5...................................$2 - #3 B Journey Escape.....................................$2 - #3 Epyx B Summer Games.......................................$2 B Winter Games.......................................$2 Froggo B Cruise Missle......................................$2 B Karate.............................................$2 B Sea Hawk...........................................$2 B Sea Hunt...........................................$2 B Spideroid..........................................$2 B Task Force.........................................$2 Imagic B Atlantis...........................................$2 - #7 B Cosmic Arc.........................................$2 BI Demon Attack (SW)..................................$2 B Demon Attack (in Fathom case)......................$2 B Dragonfire.........................................$2 B Fathom.............................................$3 - #3 Firefighter........................................$2 B Moonsweeper........................................$3 - #3 B No Escape!.........................................$3 - #3 B Quick Step.........................................$3 - #3 B Riddle of the Sphinx...............................$2 - #7 B Solar Storm .......................................$3 - #3 B Star Voyager.......................................$2 B Trick Shot.........................................$3 - #3 K-Tel Vision B Spider Maze........................................$80 - #3 B Vulture Attack.....................................$80 - #3 Konami B Marine Wars........................................$7 - #3 B Pooyan.............................................$6 - #3 M-Network B Adventures of Tron.................................$2 B Air Raiders........................................$2 - #7 BI Armor Ambush (SW)..................................$2 BI Astroblast (SW)....................................$2 B Burgertime.........................................$3 - #3 BI Dark Cavern (SW)...................................$2 B Frogs and Flies....................................$2 B He-Man Masters of the Universe.....................$3 - #3 B International Soccer...............................$2 - #7 B Lock¹n¹Chase.......................................$2 B Space Attack.......................................$2 BI Super Challenge Baseball (SW)......................$2 - #7 BI Super Challenge Football (SW)......................$2 BI Tron Deadly Discs..................................$2 - #7 Mattel B Bump¹n¹Jump........................................$10 - #7 Milton Bradley Survival Run.......................................$5 Panda Space Canyon.......................................$6 - #3 Parker Bros. B Amidar.............................................$2 B Frogger............................................$2 B Frogger II Threedeep! (screw hole).................$6 - #3 B GI Joe Cobra Strike................................$2 - #3 B Gyruss.............................................$2 - #3 B James Bond 007 (screw hole)........................$6 - #3 B Montezuma¹s Revenge................................$4 - #3 B Mr. Do! s Castle (screw hole)......................$55 - #3 B Popeye (screw hole)................................$2 B Q*Bert.............................................$2 - #7 B Q*Berts Qubes......................................$55 - #3 B Reactor............................................$2 B Sky Shipper........................................$4 - #3 B Spider-Man.........................................$2 B Star Wars: Death Star Battle.......................$2 - #3 B Star Wars: Empire Strikes Back.....................$2 - #3 B Star Wars: Jedi Arena..............................$2 - #3 B Star Wars: the Arcade Game.........................$11 - #3 B Strawberry Shortcake...............................$3 - #3 B Tutankham..........................................$2 - #7 Playaround BI Beat¹Em & Eat¹em/Lady In Wading (complete).........$24 - #3 BI Burning Desire/Bachelorette (SW)...................$24 - #3 Puzzy Seamonster/Monstre Des Mer.........................$6 - #3 Space Tunnel/Le Tunnel De L¹Estace.................$6 - #3 Sega B Buck Rogers........................................$2 - #3 B Congo Bongo........................................$3 - #3 B Spy Hunter (no joystick coupler)...................$3 - #3 B Sub Scan...........................................$3 - #3 B Tac Scan...........................................$2 B Tapper.............................................$3 - #3 Thunderground (peeling end label)..................$3 - #3 B Up n Down..........................................$11 - #3 Spectravision B Bumper Bash........................................$60 - #3 B China Syndrome.....................................$3 - #3 Cross Force........................................$3 - #3 B Gangster Alley (end label peeled 1/2 off)..........$3 - #3 B Gas Hog............................................$55 - #3 B Master Builder (some label wear/rip)...............$11 - #3 B Nexar..............................................$2 - #3 B Planet Patrol......................................$3 - #3 B Tapeworm...........................................$3 - #3 Starpath BI Comunist Mutants From Space........................$2 - #3 BI Fireball (SW)......................................$2 - #3 BI Killer Satellites..................................$3 - #3 BI Suicide Mission....................................$3 - #3 Taiwan B (Zellers) Circus.............................................$2 - #6 Challenge..........................................$2 - #6 B Dragon Treasure....................................$2 - #6 B Earth Attack.......................................$2 - #6 B Freeway............................................$2 - #6 B Frontline..........................................$2 - #6 B Laser Volley.......................................$2 - #6 B Ocean City Defender................................$2 - #6 Scuba Diver........................................$2 - #6 B Time Warp..........................................$2 - #6 Telegames B Quest For Quintana Roo.............................$3 - #3 Telesys B Coconuts...........................................$3 - #3 B Cosmic Creeps......................................$3 - #3 B Fast Food..........................................$3 - #3 Tigervision B Espial.............................................$6 - #3 B Miner 2049er.......................................$5 - #3 B Miner 2049er Vol. II...............................$105 - #15 B Threshold..........................................$6 - #3 US Games B Commando Raid......................................$2 - #4 Entombed...........................................$2 - #3 B Name This Game.....................................$2 - #3 B Squeeze Box........................................$2 - #3 B Towering Inferno...................................$2 Vidtec B Sneak¹n Peak.......................................$2 - #7 B Space Jockey.......................................$2 B Word Zapper........................................$2 - #7 Xonox B Ghost Manor/Spike¹s Peak...........................$6 - #3 B Motocross Racer/Tomarc The Barbarian...............$85 - #3 B Robin Hood/Sir Lancelot............................$11 - #3 mix and match B Venture atari cart in coleco box...................$2 B Q*Bert atari cart in PB box.......................$2 ACCESSORIES BI Phaser Patrol/Supercharger.........................$10 B Video Touch Pad (no cart)..........................$2 OVERLAYS Alpha Beam with Ernie..............................$1 - #6 Alpha Beam with Ernie..............................$1 - #6 Big Bird¹s Egg Catch...............................$1 - #6 Cookie Monster Munch...............................$1 - #6 Cookie Monster Munch...............................$1 - #6 Oscar¹s Trash Race.................................$1 - #6 SYSTEMS Atari 2600 Jr w/ joysticks/power supply............$5 Atari 2600 woodgrain w/ joysticks/power supply.....$5 BOXES ONLY B Chopper Command - crushed..........................$1 B Megamania - slight crush, sticker..................$1 B Megamania - slight wear...........................$1 B Plaque Attack......................................$1 B Robot Tank.........................................$1 B Wizard of Wor - crushed, top flap missing, sticker.$1 B Atari-brown Mouse Trap - slight wear...............$1 B Atari-colour Star Raiders - top flap rip...........$1 B Atari-silver Swordquest Fireworld - sticker, crush.$1 - #7 B Atari-silver Taz - slight crush....................$1 B Space Attack - slight crush........................$1 B Frogger - slight crush.............................$1 B Sears Telegames Space Invaders - sticker, wear.....$1 - #7 B Sears Telegames Warlords - sticker, crush..........$1 - #7 ***RULES*** 1. Please include name, phone number, email address, and postal address with first bid. Upon first bid you will be assigned a bidding number. Please include your number with all future bids. 2. All prices are in US funds. (Canadians can pay equivalent in Canadian currency if they wish.) 3. Minimum bid is $1 unless otherwise stated 4. Bid increments are: $1-$20 $1.00 $21-$49 $2.00 $50 + $5.00 6. New bids will be retrieved and handled at approx 11:00 P.M. Eastern Time. I intend to send out updates every day or two depending on the ammount of action. 7. I will also post updates periodically to the newsgroups. 8. I reserve the right to remove any item from the auction or change the rules at any time... but probably won't. 9. I will entertain trade offers for R/ER Coleco or a Vectrex 3-D Imager. Cold hard cash is preferred though! :) 10. I will be entertained by buyout offers. 11. Bids do not include shipping & insurance costs. Shipping is to be figured out. For AIR to US/Canada it will be approx $3 for first small item and $0.50 for each additional small item. Larger items and systems will be $10 and up (postage and packing supplies.) 13. Money orders or certified cheques preferred. Payments may be made by Personal Cheques (28 working days to clear, sorry, my bank sucks.) 14. When two or more persons bid the same dollar value I will take the first person to bid at that price. 15. There is no Sanity Clause. 16. All shipments will be made after your cheque clears or the same day as I receive your money order/certified cheque. 17. Failure to receive payment will result in the item being withdrawn from the auction and the possible exclusion of the bidder from subsequent auctions. I will also forward your name/email address to other auctioneers for their deadbeat files. 18. At auction end (Feb 14), I will start the G1-G2-SOLD phase. A new bid in the "G1-G2-SOLD" phase resets the item's status to going once -- AFTER SOLD NO FUTHER BIDS WILL BE ACCEPTED 19. Have fun! 20. In the improbable event that I get called away on business (on tour with a band), with no telnet access, the auction will be suspended until I get back. 21. DO NOT BID UNLESS YOU INTEND ON BUYING!!! 22. Your participation in this auction signifies your consent to follow the above rules as stated. thanx you shawn + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!su-news-hub1.bbnplanet.com!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!feed1.news.erols.com!worldnet.att.net!uunet!in2.uu.net!204.191.213.61!ott.istar!istar.net!n1ott.istar!cyberus.ca!max-port229.cyberus.ca!user From: sscallen@chat.carleton.ca (Shawn Scallen) Newsgroups: rec.games.vectrex,alt.games.video.classic,rec.games.video.classic,rec.games.video.marketplace Subject: Yet Another Auction - Part 2: everything else Date: Sun, 26 Jan 1997 18:21:33 -0500 Organization: Spectra Sonic Sound Lines: 327 Distribution: inet Message-ID: NNTP-Posting-Host: max-port206.cyberus.ca Xref: csus.edu rec.games.vectrex:6474 alt.games.video.classic:15047 rec.games.video.classic:71236 rec.games.video.marketplace:104896 Yet Another Auction - Part 2: everything else - lotsof boxes and R, ER stuff! UPDATE #1 - newsgroup and mailing list - 01/27/97 hello everyone! it's that time again. my addiction to putting out records has superceeded my addiction to video game collecting. don't worry, i'm still collecting coleco and vectrex stuff and have a few hundred loose atari carts piled in my living room. if you want to see where your cash is going, check out my homepage at http://www.cyberus.ca/~scallen you can check out my record label and bands there. the bulk of this stuff was acquired from the owner of a video rental store. most is in good+ to mint condition, except for a bit of dust :) the only downfall is a lot of the carts have little mini price tags on the end labels and the boxes have 1/2 mailing labels on them. i have tried peeling off the price tags on the carts with good success. the labels on the boxes seem pretty stuck, unless you have a secret solvent or something. coleco highlights: 2010, Dr. Seuss, Mr. Do Castle, Qubes, xonox doubles... intel highlights: chip shot, dracula, dreadnaught, tropical treasure, truckin... leisure vision: Turtles, Route 16, Jump Bug, Red Clash, Robot Killer NES: Wisdom Tree carts i have a detailed of label/cart conditions/variations if you need to know that stuff. i will email it seperately, by request. please send bids to: an914@freenet.carleton.ca if someone you know dosen't have email access place bids they can call or fax 613-237-6863. please include mailing address, phone number and email address with first bid. bidders will recieve a bidder number with first bid. Bid increments are: $1-$20 $1.00 $21-$49 $2.00 $50+ $5.00 i will send out and post updates every day (or two). i will be away from Jan 31 to Feb 3. there will be no updates those days. the auction will run until February 14th and then there will be the usual going once, twice, sold phase. bid increments will be doubled at that point in an attempt to expediate things. i have already had a few people make offers on boxes alone. i will not seperate the carts and boxes, especially the ER stuff... sorry. buyout offers will have to be really good :) thanx shawn here goes: B = box, 0 = overlay, I = instructions, SW = shrinkwrap ATARI COMPUTER Flight Simulator (XE)..............................$1 - #3 Frogger............................................$1 - #3 Gorf...............................................$1 - #3 Gyruss........................................REMOVED Miner 2049er.......................................$1 - #3 BI Orc Attack....................................REMOVED Pac-Man............................................$1 - #3 Return of The Jedi.................................$1 - #3 River Raid.........................................$1 - #3 BI River Rescue.......................................$1 - #3 COLECOVISION B 2010 Action Game...................................$5 - #3 Antarctic Adventure................................$5 - #3 B.C.II: Grog¹s Revenge.............................$5 - #3 B.C.¹s Quest For Tires.............................$3 - #3 B Beamrider..........................................$3 - #3 B Blockade Runner....................................$5 - #3 BI Cabbage Patch Kids Adven. In The Park..............$3 - #3 I Centipede..........................................$2 - #7 Chuck Norris/Artillery Duel........................$22 - #3 Congo Bongo........................................$2 - #7 B Cosmic Avenger.....................................$3 - #3 Dam Busters........................................$5 - #3 Defender...........................................$2 B Destructor.........................................$4 - #7 Donkey Kong........................................$1 - #7 Donkey Kong Jr.....................................$1 - #7 Dr. SeussFix-Up the Mix Up.........................$6 - #3 Dukes Of Hazzard, The..............................$5 - #3 B Evolution..........................................$6 - #3 Facemaker..........................................$4 - #7 BI Fraction Fever.....................................$5 - #3 B Frenzy.............................................$3 - #3 B FroggerII: Threedeep!..............................$6 - #3 B Front Line.........................................$3 - #3 Galaxian...........................................$5 - #3 Gateway To Apshai..................................$3 - #3 B Gorf...............................................$3 - #3 B Gyruss.............................................$3 - #3 BI Heist, The.........................................$3 - #3 James Bond 007.....................................$5 - #3 B Jumpman Jr.........................................$3 - #3 Jungle Hunt........................................$6 - #3 Keystone Kapers....................................$3 - #3 B Ladybug............................................$2 - #3 Learning With Leeper...............................$6 - #3 Linking Logic......................................$6 - #3 B Looping............................................$2 - #3 Montezuma¹s Revenge................................$3 - #3 BIO Mouse Trap.........................................$2 - #7 B Mr. Do!............................................$3 - #3 Mr. Do! s Castle...................................$6 - #3 Nova Blast.........................................$3 - #3 Oil¹s Well.........................................$6 - #3 BI Omega Race.........................................$3 - #3 One on One Basketball..............................$7 - #3 B Pepper II..........................................$4 - #3 Pitfall............................................$2 B Popeye (screw hole)................................$2 B Q*bert.............................................$2 Q*bert s Qubes.....................................$24 - #3 Quest For Quintana Roo.............................$4 - #3 River Raid.........................................$4 - #3 Robin Hood/Sir Lancelot............................$24 - #3 B Rocky Super Action Boxing..........................$2 B Sewer Sam..........................................$7 - #3 Slither............................................$2 BO Smurf Paint n Play.................................$5 - #3 B Smurf RIGC.........................................$2 B Space Fury sticker on box.........................$4 - #3 B Space Panic........................................$4 - #3 Spy Hunter (slight screw holes)....................$7 - #3 B Squish em Sam......................................$7 - #3 Star Trek..........................................$7 - #3 Star Wars The Arcade Game..........................$7 - #3 Super Action Baseball..............................$1 Super Action Football..............................$1 B Super Cobra........................................$7 - #3 B Tapper (slight screw holes)........................$7 - #3 Tarzan.............................................$4 - #3 BI Telly Turtle (SW)..................................$7 - #3 Time Pilot.........................................$4 - #3 Turbo..............................................$4 - #3 Tutankham..........................................$7 - #3 B Venture............................................$2 Victory............................................$4 - #3 BO War Games..........................................$4 - #3 War Room...........................................$6 - #3 Wing War...........................................$6 - #3 B Zaxxon.............................................$1 BI Zenji..............................................$7 - #3 INTELLIVISION BI Atlantis...........................................$2 BIO B-17 Bomber........................................$2 BI Beauty & The Beast.................................$2 Bomb Squad.........................................$2 BIO Burgertime.........................................$2 BI Buzz Bombers.......................................$2 - #13 Carnival...........................................$2 B Chip Shot Super Pro Golf...........................$5 - #3 BI Demon Attack.......................................$2 Donkey Kong........................................$1 BI Dracula............................................$5 - #3 BI Dragonfire.........................................$2 Dreadnaught Factor.................................$5 Frogger............................................$1 BIO Happy Trails.......................................$3 BI Ice Trek...........................................$3 Ladybug............................................$4 BI Loco Motion........................................$2 B Microsurgeon.......................................$2 BIO Mr. Basic Meets Bits N Bytes (all 6 overlays)......$6 - #3 B Nova Blast.........................................$4 - #13 Pinball (white label)..............................$2 B Pitfall............................................$2 Popeye.............................................$4 Q*bert.............................................$5 BI Safecracker........................................$4 - #3 BI Sewer Sam..........................................$5 - #13 BIO Stampede...........................................$2 Star Wars: TESB....................................$4 B Swords & Serpents..................................$2 - #3 BIO Treasure of Tarmin.................................$3 BI Tropical Trouble...................................$4 - #3 BI Truckin............................................$5 - #3 Vectron............................................$2 Venture............................................$4 BI White Water!.......................................$5 - #3 Zaxxon.............................................$2 - #3 LEISURE-VISION BI Alien Invaders.....................................$5 BIO Baseball...........................................$5 BI Breakaway..........................................$5 Crazy Gobbler......................................$4 - #3 BI Jump Bug (rip in top flap).........................$5 - #3 BIO Red Clash..........................................$5 - #3 BI Robot Killer.......................................$5 - #3 BI Route 16...........................................$5 - #3 Space Attack.......................................$5 BI Space Squadron.....................................$5 BI Space Vultures (rip in bottom flap)................$5 - #3 B Super Gobbler......................................$5 - #3 BIO Turtles/Turpin (box edge wear).....................$5 - #3 ODYSSEY2 Alien Invaders-Plus!...............................$2 Baseball...........................................$2 Blackjack..........................................$2 Casino Slot Machine................................$4 Dynasty............................................$2 Out Of This World/Helicopter Rescue................$2 Pick Axe Pete......................................$2 Speedway/Spinout/Crypto............................$2 Videopac38 Munchkin................................$5 VECTREX IO Armor..Attack......................................$5 - #3 O Beserk.............................................$5 - #3 Cosmic Chasm.......................................$5 - #3 Hyperchase.........................................$5 - #3 I Scramble...........................................$5 - #3 Star Hawk..........................................$5 - #3 Star Trek..........................................$5 - #3 SYSTEMS Colecovision w/ 2 sticks, power supply.............$10 Intellivision w/ 2 controllers, power supply.......$6 Odyssey2 w/ 2 hardwire stix (needs power supply)...$10 incl. alien invaders, out of this world, speedway, k.c. munchkin Vectrex w/ 1 controller, minestorm overlay/inst....$50 incl loose beserk, scramble, star trek NES jesus carts (Wisdom Tree) Exodus.............................................$5 - #3 King of Kings......................................$5 - #3 Spiritual Warfare..................................$5 - #3 ACCESSORIES Atari 1030 Modem...................................$2 Coleco - Expansion Module #1 - 2600 Adapt..........$5 Coleco - Power Supply..............................$2 Coleco - Super Action Comtrollers (2)..............$5 Coleco - Driving Controller + Turbo cart...........$5 Coleco - Roller Controller + Slither cart..........$5 Intel. - IntelliVoice Module.......................$4 HANDHELDS Coleco - Pac Man Handheld w/ batt cover............$10 Entex - Spiders Handheld w/o batt cover............$5 small gouge on screen Nintendo - Donkey Kong Jr. Handheld w/ batt cover..$10 Parker - Q-bert Handheld w/ batt cover.............$10 - #5 MICELLANEOUS CARTS Adam - Family Feud (datapack)......................$1 C64 - Number Tumblers..............................$1 C64 - Robotron 2084................................$1 SMS - Alien Syndrome...............................$1 TI/99 - Super Demon Attack.........................$1 TRS80 - Poltergeist................................$1 Vic 20 - 8K Ram Cartridge..........................$1 Vic 20 - 8K Ram Cartridge..........................$1 Vic 20 - Alien Blitz...............................$1 Vic 20 - Demon Attack..............................$1 Vic 20 - Road Race.................................$1 PAC MAN STUFF Pac Man Thermos w/ cup.............................$2 Ms. Pac Man¹s Prize Pupil book.....................$2 Pac Man Bubble Gum Dispenser (no key)..............$2 ----------------------- ***RULES*** 1. Please include name, phone number, email address, and postal address with first bid. Upon first bid you will be assigned a bidding number. Please include your number with all future bids. 2. All prices are in US funds. (Canadians can pay equivalent in Canadian currency if they wish.) 3. Minimum bid is $1 unless otherwise stated 4. Bid increments are: $1-$20 $1.00 $21-$49 $2.00 $50 + $5.00 6. New bids will be retrieved and handled at approx 11:00 P.M. Eastern Time. I intend to send out updates every day or two depending on the ammount of action. 7. I will also post updates periodically to the newsgroups. 8. I reserve the right to remove any item from the auction or change the rules at any time... but probably won't. 9. I will entertain trade offers for R/ER Coleco or a Vectrex 3-D Imager. Cold hard cash is preferred though! :) 10. I will be entertained by buyout offers. 11. Bids do not include shipping & insurance costs. Shipping is to be figured out. For AIR to US/Canada it will be approx $3 for first small item and $0.50 for each additional small item. Larger items and systems will be $10 and up (postage and packing supplies.) 13. Money orders or certified cheques preferred. Payments may be made by Personal Cheques (28 working days to clear, sorry, my bank sucks.) 14. When two or more persons bid the same dollar value I will take the first person to bid at that price. 15. There is no Sanity Clause. 16. All shipments will be made after your cheque clears or the same day as I receive your money order/certified cheque. 17. Failure to receive payment will result in the item being withdrawn from the auction and the possible exclusion of the bidder from subsequent auctions. I will also forward your name/email address to other auctioneers for their deadbeat files. 18. At auction end (Feb 14), I will start the G1-G2-SOLD phase. A new bid in the "G1-G2-SOLD" phase resets the item's status to going once -- AFTER SOLD NO FUTHER BIDS WILL BE ACCEPTED 19. Have fun! 20. In the improbable event that I get called away on business (on tour with a band), with no telnet access, the auction will be suspended until I get back. 21. DO NOT BID UNLESS YOU INTEND ON BUYING!!! 22. Your participation in this auction signifies your consent to follow the above rules as stated. thanx you shawn + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!newsfeed.direct.ca!nntp.portal.ca!van-bc!n1van.istar!van.istar!west.istar!ott.istar!istar.net!n1ott.istar!cyberus.ca!max-port229.cyberus.ca!user From: an914@freenet.carleton.ca (Shawn Scallen) Newsgroups: rec.games.vectrex,alt.games.video.classic,rec.games.video.classic,rec.games.video.marketplace,rec.games.video.atari Subject: Yet Another Auction - Part 1: Atari 2600 - R, ER, boxed Date: Sun, 26 Jan 1997 18:45:41 -0500 Organization: Spectra Sonic Sound Lines: 529 Distribution: inet Message-ID: NNTP-Posting-Host: max-port123.cyberus.ca Xref: csus.edu rec.games.vectrex:6475 alt.games.video.classic:15048 rec.games.video.classic:71237 rec.games.video.marketplace:104898 rec.games.video.atari:97553 Yet Another Auction - Part 1: 2600 - lotsof boxes and R, ER stuff! UPDATE #1 - newsgroup and mailing list - 01/27/97 hello everyone! it's that time again. my addiction to putting out records has superceeded my addiction to video game collecting. don't worry, i'm still collecting coleco and vectrex stuff and have a few hundred loose atari carts piled in my living room. if you want to see where your cash is going, check out my homepage at http://www.cyberus.ca/~scallen you can check out my record label and bands there. the bulk of this stuff was acquired from the owner of a video rental store. most is in good+ to mint condition, except for a bit of dust :) the only downfall is a lot of the carts have little mini price tags on the end labels and the boxes have 1/2 mailing labels on them. i have tried peeling off the price tags on the carts with good success. the labels on the boxes seem pretty stuck, unless you have a secret solvent or something. 2600 highlights include boxed: pristine, complete, Berenstain Bears, Qbert Qubes, Mr. Do s Castle, Bumperbash, Gas Hog, Vulture Attack, Spider Maze, Tomarc/Motocorss Racer, Gravitar (silver label),Pengo, Playaround double carts, UpnDown, Miner 2049er II.... i have a detailed of label/cart conditions/variations if you need to know that stuff. i will email it seperately, by request. please send bids to: an914@freenet.carleton.ca if someone you know dosen't have email access place bids they can call or fax 613-237-6863. please include mailing address, phone number and email address with first bid. bidders will recieve a bidder number with first bid. Bid increments are: $1-$20 $1.00 $21-$49 $2.00 $50+ $5.00 i will send out and post updates every day (or two). i will be away from Jan 31 to Feb 3. there will be no updates those days. the auction will run until February 14th and then there will be the usual going once, twice, sold phase. bid increments will be doubled at that point in an attempt to expediate things. i have already had a few people make offers on boxes alone. i will not seperate the carts and boxes, especially the ER stuff... sorry. buyout offers will have to be really good :) thanx shawn here goes: B = box, 0 = overlay, I = instructions, SW = shrinkwrap min/bid bidder # ATARI 2600 STUFF 20th Century B Alien..............................................$4 B Beany Bopper.......................................$4 - #7 B Crypts of Chaos....................................$5 - #3 B Earth Dies Screaming...............................$5 - #3 B Fantastic Voyage...................................$4 - #7 B Flash Gordon.......................................$4 - #7 B M*A*S*H............................................$4 - #7 B Megaforce..........................................$4 - #7 B Porky¹s............................................$4 B Spacemaster X-7....................................$5 - #3 B Turmoil............................................$4 - #7 Worm War I.........................................$2 Absolute Pete Rose Baseball.................................$4 - #6 B Skate Boardin¹.....................................$4 B Titlematch Pro Wrestling...........................$4 B Tomcat F-14 Fighter Simulator.....................$4 - #6 Activision B Barnstorming.......................................$2 - #7 B Beamrider..........................................$2 - #6 B Boxing.............................................$2 B Boxing/La Boxe (heavy plaque)......................$2 B Bridge.............................................$2 B Chopper Command....................................$2 B Commando...........................................$2 B Cosmic Commuter....................................$5 - #6 B Crackpots..........................................$2 - #7 B Decathlon..........................................$2 B Dolphin............................................$2 B Double Dragon......................................$6 - #15 B Enduro.............................................$2 B Freeway............................................$2 - #7 B Freeway (PAL)......................................$2 B Frostbite..........................................$2 - #7 B Ghostbusters.......................................$3 - #3 B Grand Prix.........................................$2 B H.E.R.O............................................$3 - #3 B Ice Hockey.........................................$2 B Ice Hockey/Le Hockey Sur Glace (heavy plaque)......$2 B Kaboom!............................................$2 B Keystone Kapers....................................$2 - #7 B Keystone Kapers (blue label).......................$2 B Kung-Fu Master.....................................$2 B Laser Blast........................................$2 B Megamania..........................................$2 B Oink!..............................................$2 - #7 B Pitfall............................................$2 B Pitfall II.........................................$2 - #6 B Plaque Attack......................................$2 B Pressure Cooker....................................$2 Private Eye........................................$2 - #6 B Rampage............................................$5 B River Raid.........................................$2 - #7 B River Raid II......................................$5 - #6 B Robot Tank.........................................$2 B Seaquest...........................................$2 - #7 B Skiing/Le Ski......................................$2 B Sky Jinks..........................................$2 B Space Shuttle......................................$2 B Spider Fighter.....................................$2 B Starmaster.........................................$2 B Tennis.............................................$2 Apollo B Final Approach.....................................$2 - #3 B Infiltrate (blue label)............................$2 B Lost Luggage (green label).........................$3 - #3 B Raquetball (blue label)............................$2 B Shark Attack (blue label)..........................$2 - #7 B Space Cavern (blue label)..........................$2 B Space Chase........................................$2 Wabbit.............................................$2 - #3 Atari - Blue Walt Disney Sorcerer¹s Apprentice.....................$5 Atari - Brown BI Defender II (SW)...................................$2 B Desert Falcon......................................$2 B Donkey Kong .......................................$2 B Gravitar...........................................$2 B Jr. Pac-Man........................................$2 B Midnight Magic.....................................$2 B Off The Wall.......................................$3 - #3 B Realsports Boxing..................................$2 B Road Runner........................................$3 - #3 B Solaris (box top flap ripped, rip on back).........$2 B Space Invaders (SW)................................$2 Atari - colour picture label BI Adventure..........................................$3 - #3 B Air-Sea battle.....................................$3 - #3 BI Asteroids (sealed, no shrink)......................$2 B Basketball.........................................$2 BI Beserk (SW - green box - Atari Comic Vol. 2).......$2 BI Beserk (red box)...................................$2 B Bowling............................................$2 B Circus Atari.......................................$2 B Combat.............................................$2 BI Defender...........................................$2 B Demons To Diamons..................................$2 B Dodge ŒEm..........................................$2 B Haunted House......................................$2 BI Math Gran Prix.....................................$2 - #7 BI Missle Command (sealed, no shrink).................$2 B Missle Command - lowercase.........................$2 B Othello............................................$2 B Sky Diver..........................................$2 - #7 BI Space Invaders.....................................$2 BI Space War..........................................$2 B Star Raiders w/ touchpad...........................$2 B Super Breakout.....................................$2 B Superman (bug version).............................$2 - #6 B Video Checkers.....................................$2 B Video Chess........................................$2 BI Video Pinball - lowercase..........................$2 BI Warlords...........................................$2 BI Yar¹s Revenge......................................$2 Atari - matte label B 3-D Tic-Tac-Toe - matte 1980.......................$2 - #3 B A Game of Concentration - matte 1978...............$2 - #3 B Adventure - matte 1980.............................$2 - #3 B Air-Sea Battle - matte 1978........................$2 B Brain Games - matte 1978...........................$2 - #3 B Breakout - matte 1978..............................$2 B Canyon Bomber - matte 1978.........................$2 - #3 B Casino (spec. ed.) - matte 1979....................$2 B Championship Soccer (spec. ed.) - matte 1980.......$2 - #7 B Combat - matte 1978................................$2 B Dodge ŒEm - matte 1980.............................$2 B Flag Capture - matte 1978..........................$3 - #3 B Football - matte 1979..............................$2 B Home Run - matte 1978..............................$2 B Human Cannonball - matte 1978......................$2 B Maze Craze - matte 1980............................$2 - #7 B Night Driver - matte 1980..........................$2 B Outlaw - matte 1979................................$2 B Space Invaders - matte 1980........................$2 B Space Invaders - matte 1979........................$2 B Street Racer - 1978................................$2 Atari - red label B Peanuts Snoopy and the Red Baron (rip in box top)..$3 - #3 Atari - silver label BI Battlezone (SW)....................................$2 B Battlezone.........................................$2 BI Centipede (SW).....................................$2 - #7 B Crystal Castles....................................$2 BI Dig Dug (SW).......................................$2 B Dig Dug............................................$2 B E.T. The Extra-Terrestrial.........................$2 BI Galaxian (sealed - no shrink - comic)..............$2 B Galaxian...........................................$2 BI Gravitar (SW)......................................$5 B Gremlins...........................................$11 - #3 B Joust..............................................$2 BI Jungle Hunt (SW)...................................$2 B Kangaroo...........................................$2 B Krull..............................................$2 - #3 B Marios Bros........................................$2 BI Millipede (SW).....................................$2 BI Moon Patrol (SW)...................................$2 B Ms. Pac-Man........................................$2 B Pengo..............................................$32 - #3 BI Phoenix (SW - comic #4)............................$2 B Pole Positn........................................$3 - #3 BI Raiders of the Lost Ark (sealed - no shrink).......$2 BI Realsports Baseball (SW)...........................$2 B Realsports Football................................$2 B Realsports Soccer..................................$2 B Realsports Tennis..................................$2 B Stargate...........................................$2 B Swordquest - Earthworld............................$2 B Swordquest - Fireworld (US box)....................$2 BI Swordquest - Fireworld (SW - Int¹l box)............$2 B Taz................................................$2 - #3 BI Vanguard (SW)......................................$2 Atari - yellow CCW B Alpha Beam with Ernie..............................$2 - #3 B Big Bird¹s Egg Catch...............................$2 - #3 B Cookie Monster Munch...............................$2 - #3 B Oscar¹s Trash Race.................................$2 - #3 CBS BI Gorf (SW)..........................................$2 - #7 B Solar Fox..........................................$2 - #7 BI Venture shrinkwrapped..............................$3 - #3 B Wizard of Wor......................................$2 - #3 B Blueprint..........................................$3 - #3 Coleco BI Berenstain Bears, The (complete, 3 cassettes SW)...$100 - #3 B Carnival...........................................$2 - #7 B Donkey Kong........................................$2 B Donkey Kong Jr.....................................$2 - #7 B Front Line.........................................$3 - #3 B Mouse Trap.........................................$2 - #7 B Mr. Do.............................................$3 - #3 B Roc N Rope.........................................$3 - #3 B Time Pilot.........................................$3 - #3 B Zaxxon.............................................$3 - #3 Data Age B Airlock............................................$2 - $3 B Bermuda Triangle...................................$2 - #3 B Bugs...............................................$2 - #3 B Encounter At L-5...................................$2 - #3 B Journey Escape.....................................$2 - #3 Epyx B Summer Games.......................................$2 B Winter Games.......................................$2 Froggo B Cruise Missle......................................$2 B Karate.............................................$2 B Sea Hawk...........................................$2 B Sea Hunt...........................................$2 B Spideroid..........................................$2 B Task Force.........................................$2 Imagic B Atlantis...........................................$2 - #7 B Cosmic Arc.........................................$2 BI Demon Attack (SW)..................................$2 B Demon Attack (in Fathom case)......................$2 B Dragonfire.........................................$2 B Fathom.............................................$3 - #3 Firefighter........................................$2 B Moonsweeper........................................$3 - #3 B No Escape!.........................................$3 - #3 B Quick Step.........................................$3 - #3 B Riddle of the Sphinx...............................$2 - #7 B Solar Storm .......................................$3 - #3 B Star Voyager.......................................$2 B Trick Shot.........................................$3 - #3 K-Tel Vision B Spider Maze........................................$80 - #3 B Vulture Attack.....................................$80 - #3 Konami B Marine Wars........................................$7 - #3 B Pooyan.............................................$6 - #3 M-Network B Adventures of Tron.................................$2 B Air Raiders........................................$2 - #7 BI Armor Ambush (SW)..................................$2 BI Astroblast (SW)....................................$2 B Burgertime.........................................$3 - #3 BI Dark Cavern (SW)...................................$2 B Frogs and Flies....................................$2 B He-Man Masters of the Universe.....................$3 - #3 B International Soccer...............................$2 - #7 B Lock¹n¹Chase.......................................$2 B Space Attack.......................................$2 BI Super Challenge Baseball (SW)......................$2 - #7 BI Super Challenge Football (SW)......................$2 BI Tron Deadly Discs..................................$2 - #7 Mattel B Bump¹n¹Jump........................................$10 - #7 Milton Bradley Survival Run.......................................$5 Panda Space Canyon.......................................$6 - #3 Parker Bros. B Amidar.............................................$2 B Frogger............................................$2 B Frogger II Threedeep! (screw hole).................$6 - #3 B GI Joe Cobra Strike................................$2 - #3 B Gyruss.............................................$2 - #3 B James Bond 007 (screw hole)........................$6 - #3 B Montezuma¹s Revenge................................$4 - #3 B Mr. Do! s Castle (screw hole)......................$55 - #3 B Popeye (screw hole)................................$2 B Q*Bert.............................................$2 - #7 B Q*Berts Qubes......................................$55 - #3 B Reactor............................................$2 B Sky Shipper........................................$4 - #3 B Spider-Man.........................................$2 B Star Wars: Death Star Battle.......................$2 - #3 B Star Wars: Empire Strikes Back.....................$2 - #3 B Star Wars: Jedi Arena..............................$2 - #3 B Star Wars: the Arcade Game.........................$11 - #3 B Strawberry Shortcake...............................$3 - #3 B Tutankham..........................................$2 - #7 Playaround BI Beat¹Em & Eat¹em/Lady In Wading (complete).........$24 - #3 BI Burning Desire/Bachelorette (SW)...................$24 - #3 Puzzy Seamonster/Monstre Des Mer.........................$6 - #3 Space Tunnel/Le Tunnel De L¹Estace.................$6 - #3 Sega B Buck Rogers........................................$2 - #3 B Congo Bongo........................................$3 - #3 B Spy Hunter (no joystick coupler)...................$3 - #3 B Sub Scan...........................................$3 - #3 B Tac Scan...........................................$2 B Tapper.............................................$3 - #3 Thunderground (peeling end label)..................$3 - #3 B Up n Down..........................................$11 - #3 Spectravision B Bumper Bash........................................$60 - #3 B China Syndrome.....................................$3 - #3 Cross Force........................................$3 - #3 B Gangster Alley (end label peeled 1/2 off)..........$3 - #3 B Gas Hog............................................$55 - #3 B Master Builder (some label wear/rip)...............$11 - #3 B Nexar..............................................$2 - #3 B Planet Patrol......................................$3 - #3 B Tapeworm...........................................$3 - #3 Starpath BI Comunist Mutants From Space........................$2 - #3 BI Fireball (SW)......................................$2 - #3 BI Killer Satellites..................................$3 - #3 BI Suicide Mission....................................$3 - #3 Taiwan B (Zellers) Circus.............................................$2 - #6 Challenge..........................................$2 - #6 B Dragon Treasure....................................$2 - #6 B Earth Attack.......................................$2 - #6 B Freeway............................................$2 - #6 B Frontline..........................................$2 - #6 B Laser Volley.......................................$2 - #6 B Ocean City Defender................................$2 - #6 Scuba Diver........................................$2 - #6 B Time Warp..........................................$2 - #6 Telegames B Quest For Quintana Roo.............................$3 - #3 Telesys B Coconuts...........................................$3 - #3 B Cosmic Creeps......................................$3 - #3 B Fast Food..........................................$3 - #3 Tigervision B Espial.............................................$6 - #3 B Miner 2049er.......................................$5 - #3 B Miner 2049er Vol. II...............................$105 - #15 B Threshold..........................................$6 - #3 US Games B Commando Raid......................................$2 - #4 Entombed...........................................$2 - #3 B Name This Game.....................................$2 - #3 B Squeeze Box........................................$2 - #3 B Towering Inferno...................................$2 Vidtec B Sneak¹n Peak.......................................$2 - #7 B Space Jockey.......................................$2 B Word Zapper........................................$2 - #7 Xonox B Ghost Manor/Spike¹s Peak...........................$6 - #3 B Motocross Racer/Tomarc The Barbarian...............$85 - #3 B Robin Hood/Sir Lancelot............................$11 - #3 mix and match B Venture atari cart in coleco box...................$2 B Q*Bert atari cart in PB box.......................$2 ACCESSORIES BI Phaser Patrol/Supercharger.........................$10 B Video Touch Pad (no cart)..........................$2 OVERLAYS Alpha Beam with Ernie..............................$1 - #6 Alpha Beam with Ernie..............................$1 - #6 Big Bird¹s Egg Catch...............................$1 - #6 Cookie Monster Munch...............................$1 - #6 Cookie Monster Munch...............................$1 - #6 Oscar¹s Trash Race.................................$1 - #6 SYSTEMS Atari 2600 Jr w/ joysticks/power supply............$5 Atari 2600 woodgrain w/ joysticks/power supply.....$5 BOXES ONLY B Chopper Command - crushed..........................$1 B Megamania - slight crush, sticker..................$1 B Megamania - slight wear...........................$1 B Plaque Attack......................................$1 B Robot Tank.........................................$1 B Wizard of Wor - crushed, top flap missing, sticker.$1 B Atari-brown Mouse Trap - slight wear...............$1 B Atari-colour Star Raiders - top flap rip...........$1 B Atari-silver Swordquest Fireworld - sticker, crush.$1 - #7 B Atari-silver Taz - slight crush....................$1 B Space Attack - slight crush........................$1 B Frogger - slight crush.............................$1 B Sears Telegames Space Invaders - sticker, wear.....$1 - #7 B Sears Telegames Warlords - sticker, crush..........$1 - #7 ***RULES*** 1. Please include name, phone number, email address, and postal address with first bid. Upon first bid you will be assigned a bidding number. Please include your number with all future bids. 2. All prices are in US funds. (Canadians can pay equivalent in Canadian currency if they wish.) 3. Minimum bid is $1 unless otherwise stated 4. Bid increments are: $1-$20 $1.00 $21-$49 $2.00 $50 + $5.00 6. New bids will be retrieved and handled at approx 11:00 P.M. Eastern Time. I intend to send out updates every day or two depending on the ammount of action. 7. I will also post updates periodically to the newsgroups. 8. I reserve the right to remove any item from the auction or change the rules at any time... but probably won't. 9. I will entertain trade offers for R/ER Coleco or a Vectrex 3-D Imager. Cold hard cash is preferred though! :) 10. I will be entertained by buyout offers. 11. Bids do not include shipping & insurance costs. Shipping is to be figured out. For AIR to US/Canada it will be approx $3 for first small item and $0.50 for each additional small item. Larger items and systems will be $10 and up (postage and packing supplies.) 13. Money orders or certified cheques preferred. Payments may be made by Personal Cheques (28 working days to clear, sorry, my bank sucks.) 14. When two or more persons bid the same dollar value I will take the first person to bid at that price. 15. There is no Sanity Clause. 16. All shipments will be made after your cheque clears or the same day as I receive your money order/certified cheque. 17. Failure to receive payment will result in the item being withdrawn from the auction and the possible exclusion of the bidder from subsequent auctions. I will also forward your name/email address to other auctioneers for their deadbeat files. 18. At auction end (Feb 14), I will start the G1-G2-SOLD phase. A new bid in the "G1-G2-SOLD" phase resets the item's status to going once -- AFTER SOLD NO FUTHER BIDS WILL BE ACCEPTED 19. Have fun! 20. In the improbable event that I get called away on business (on tour with a band), with no telnet access, the auction will be suspended until I get back. 21. DO NOT BID UNLESS YOU INTEND ON BUYING!!! 22. Your participation in this auction signifies your consent to follow the above rules as stated. thanx you shawn + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!newsfeed.direct.ca!nntp.portal.ca!van-bc!n1van.istar!van.istar!west.istar!ott.istar!istar.net!n1ott.istar!cyberus.ca!max-port229.cyberus.ca!user From: an914@freenet.carleton.ca (Shawn Scallen) Newsgroups: rec.games.vectrex,alt.games.video.classic,rec.games.video.classic,rec.games.video.marketplace,rec.games.video.atari Subject: Yet Another Auction - Part 2: everything else - R, ER, boxed Date: Sun, 26 Jan 1997 18:48:34 -0500 Organization: Spectra Sonic Sound Lines: 330 Distribution: inet Message-ID: NNTP-Posting-Host: max-port123.cyberus.ca Xref: csus.edu rec.games.vectrex:6476 alt.games.video.classic:15049 rec.games.video.classic:71238 rec.games.video.marketplace:104899 rec.games.video.atari:97554 Yet Another Auction - Part 2: everything else - lotsof boxes and R, ER stuff! UPDATE #1 - newsgroup and mailing list - 01/27/97 hello everyone! it's that time again. my addiction to putting out records has superceeded my addiction to video game collecting. don't worry, i'm still collecting coleco and vectrex stuff and have a few hundred loose atari carts piled in my living room. if you want to see where your cash is going, check out my homepage at http://www.cyberus.ca/~scallen you can check out my record label and bands there. the bulk of this stuff was acquired from the owner of a video rental store. most is in good+ to mint condition, except for a bit of dust :) the only downfall is a lot of the carts have little mini price tags on the end labels and the boxes have 1/2 mailing labels on them. i have tried peeling off the price tags on the carts with good success. the labels on the boxes seem pretty stuck, unless you have a secret solvent or something. coleco highlights: 2010, Dr. Seuss, Mr. Do Castle, Qubes, xonox doubles... intel highlights: chip shot, dracula, dreadnaught, tropical treasure, truckin... leisure vision: Turtles, Route 16, Jump Bug, Red Clash, Robot Killer NES: Wisdom Tree carts i have a detailed of label/cart conditions/variations if you need to know that stuff. i will email it seperately, by request. please send bids to: an914@freenet.carleton.ca if someone you know dosen't have email access place bids they can call or fax 613-237-6863. please include mailing address, phone number and email address with first bid. bidders will recieve a bidder number with first bid. Bid increments are: $1-$20 $1.00 $21-$49 $2.00 $50+ $5.00 i will send out and post updates every day (or two). i will be away from Jan 31 to Feb 3. there will be no updates those days. the auction will run until February 14th and then there will be the usual going once, twice, sold phase. bid increments will be doubled at that point in an attempt to expediate things. i have already had a few people make offers on boxes alone. i will not seperate the carts and boxes, especially the ER stuff... sorry. buyout offers will have to be really good :) thanx shawn here goes: B = box, 0 = overlay, I = instructions, SW = shrinkwrap min/bid bidder # ATARI COMPUTER Flight Simulator (XE)..............................$1 - #3 Frogger............................................$1 - #3 Gorf...............................................$1 - #3 Gyruss........................................REMOVED Miner 2049er.......................................$1 - #3 BI Orc Attack....................................REMOVED Pac-Man............................................$1 - #3 Return of The Jedi.................................$1 - #3 River Raid.........................................$1 - #3 BI River Rescue.......................................$1 - #3 COLECOVISION B 2010 Action Game...................................$5 - #3 Antarctic Adventure................................$5 - #3 B.C.II: Grog¹s Revenge.............................$5 - #3 B.C.¹s Quest For Tires.............................$3 - #3 B Beamrider..........................................$3 - #3 B Blockade Runner....................................$5 - #3 BI Cabbage Patch Kids Adven. In The Park..............$3 - #3 I Centipede..........................................$2 - #7 Chuck Norris/Artillery Duel........................$22 - #3 Congo Bongo........................................$2 - #7 B Cosmic Avenger.....................................$3 - #3 Dam Busters........................................$5 - #3 Defender...........................................$2 B Destructor.........................................$4 - #7 Donkey Kong........................................$1 - #7 Donkey Kong Jr.....................................$1 - #7 Dr. SeussFix-Up the Mix Up.........................$6 - #3 Dukes Of Hazzard, The..............................$5 - #3 B Evolution..........................................$6 - #3 Facemaker..........................................$4 - #7 BI Fraction Fever.....................................$5 - #3 B Frenzy.............................................$3 - #3 B FroggerII: Threedeep!..............................$6 - #3 B Front Line.........................................$3 - #3 Galaxian...........................................$5 - #3 Gateway To Apshai..................................$3 - #3 B Gorf...............................................$3 - #3 B Gyruss.............................................$3 - #3 BI Heist, The.........................................$3 - #3 James Bond 007.....................................$5 - #3 B Jumpman Jr.........................................$3 - #3 Jungle Hunt........................................$6 - #3 Keystone Kapers....................................$3 - #3 B Ladybug............................................$2 - #3 Learning With Leeper...............................$6 - #3 Linking Logic......................................$6 - #3 B Looping............................................$2 - #3 Montezuma¹s Revenge................................$3 - #3 BIO Mouse Trap.........................................$2 - #7 B Mr. Do!............................................$3 - #3 Mr. Do! s Castle...................................$6 - #3 Nova Blast.........................................$3 - #3 Oil¹s Well.........................................$6 - #3 BI Omega Race.........................................$3 - #3 One on One Basketball..............................$7 - #3 B Pepper II..........................................$4 - #3 Pitfall............................................$2 B Popeye (screw hole)................................$2 B Q*bert.............................................$2 Q*bert s Qubes.....................................$24 - #3 Quest For Quintana Roo.............................$4 - #3 River Raid.........................................$4 - #3 Robin Hood/Sir Lancelot............................$24 - #3 B Rocky Super Action Boxing..........................$2 B Sewer Sam..........................................$7 - #3 Slither............................................$2 BO Smurf Paint n Play.................................$5 - #3 B Smurf RIGC.........................................$2 B Space Fury sticker on box.........................$4 - #3 B Space Panic........................................$4 - #3 Spy Hunter (slight screw holes)....................$7 - #3 B Squish em Sam......................................$7 - #3 Star Trek..........................................$7 - #3 Star Wars The Arcade Game..........................$7 - #3 Super Action Baseball..............................$1 Super Action Football..............................$1 B Super Cobra........................................$7 - #3 B Tapper (slight screw holes)........................$7 - #3 Tarzan.............................................$4 - #3 BI Telly Turtle (SW)..................................$7 - #3 Time Pilot.........................................$4 - #3 Turbo..............................................$4 - #3 Tutankham..........................................$7 - #3 B Venture............................................$2 Victory............................................$4 - #3 BO War Games..........................................$4 - #3 War Room...........................................$6 - #3 Wing War...........................................$6 - #3 B Zaxxon.............................................$1 BI Zenji..............................................$7 - #3 INTELLIVISION BI Atlantis...........................................$2 BIO B-17 Bomber........................................$2 BI Beauty & The Beast.................................$2 Bomb Squad.........................................$2 BIO Burgertime.........................................$2 BI Buzz Bombers.......................................$2 - #13 Carnival...........................................$2 B Chip Shot Super Pro Golf...........................$5 - #3 BI Demon Attack.......................................$2 Donkey Kong........................................$1 BI Dracula............................................$5 - #3 BI Dragonfire.........................................$2 Dreadnaught Factor.................................$5 Frogger............................................$1 BIO Happy Trails.......................................$3 BI Ice Trek...........................................$3 Ladybug............................................$4 BI Loco Motion........................................$2 B Microsurgeon.......................................$2 BIO Mr. Basic Meets Bits N Bytes (all 6 overlays)......$6 - #3 B Nova Blast.........................................$4 - #13 Pinball (white label)..............................$2 B Pitfall............................................$2 Popeye.............................................$4 Q*bert.............................................$5 BI Safecracker........................................$4 - #3 BI Sewer Sam..........................................$5 - #13 BIO Stampede...........................................$2 Star Wars: TESB....................................$4 B Swords & Serpents..................................$2 - #3 BIO Treasure of Tarmin.................................$3 BI Tropical Trouble...................................$4 - #3 BI Truckin............................................$5 - #3 Vectron............................................$2 Venture............................................$4 BI White Water!.......................................$5 - #3 Zaxxon.............................................$2 - #3 LEISURE-VISION BI Alien Invaders.....................................$5 BIO Baseball...........................................$5 BI Breakaway..........................................$5 Crazy Gobbler......................................$4 - #3 BI Jump Bug (rip in top flap).........................$5 - #3 BIO Red Clash..........................................$5 - #3 BI Robot Killer.......................................$5 - #3 BI Route 16...........................................$5 - #3 Space Attack.......................................$5 BI Space Squadron.....................................$5 BI Space Vultures (rip in bottom flap)................$5 - #3 B Super Gobbler......................................$5 - #3 BIO Turtles/Turpin (box edge wear).....................$5 - #3 ODYSSEY2 Alien Invaders-Plus!...............................$2 Baseball...........................................$2 Blackjack..........................................$2 Casino Slot Machine................................$4 Dynasty............................................$2 Out Of This World/Helicopter Rescue................$2 Pick Axe Pete......................................$2 Speedway/Spinout/Crypto............................$2 Videopac38 Munchkin................................$5 VECTREX IO Armor..Attack......................................$5 - #3 O Beserk.............................................$5 - #3 Cosmic Chasm.......................................$5 - #3 Hyperchase.........................................$5 - #3 I Scramble...........................................$5 - #3 Star Hawk..........................................$5 - #3 Star Trek..........................................$5 - #3 SYSTEMS Colecovision w/ 2 sticks, power supply.............$10 Intellivision w/ 2 controllers, power supply.......$6 Odyssey2 w/ 2 hardwire stix (needs power supply)...$10 incl. alien invaders, out of this world, speedway, k.c. munchkin Vectrex w/ 1 controller, minestorm overlay/inst....$50 incl loose beserk, scramble, star trek NES jesus carts (Wisdom Tree) Exodus.............................................$5 - #3 King of Kings......................................$5 - #3 Spiritual Warfare..................................$5 - #3 ACCESSORIES Atari 1030 Modem...................................$2 Coleco - Expansion Module #1 - 2600 Adapt..........$5 Coleco - Power Supply..............................$2 Coleco - Super Action Comtrollers (2)..............$5 Coleco - Driving Controller + Turbo cart...........$5 Coleco - Roller Controller + Slither cart..........$5 Intel. - IntelliVoice Module.......................$4 HANDHELDS Coleco - Pac Man Handheld w/ batt cover............$10 Entex - Spiders Handheld w/o batt cover............$5 small gouge on screen Nintendo - Donkey Kong Jr. Handheld w/ batt cover..$10 Parker - Q-bert Handheld w/ batt cover.............$10 - #5 MICELLANEOUS CARTS Adam - Family Feud (datapack)......................$1 C64 - Number Tumblers..............................$1 C64 - Robotron 2084................................$1 SMS - Alien Syndrome...............................$1 TI/99 - Super Demon Attack.........................$1 TRS80 - Poltergeist................................$1 Vic 20 - 8K Ram Cartridge..........................$1 Vic 20 - 8K Ram Cartridge..........................$1 Vic 20 - Alien Blitz...............................$1 Vic 20 - Demon Attack..............................$1 Vic 20 - Road Race.................................$1 PAC MAN STUFF Pac Man Thermos w/ cup.............................$2 Ms. Pac Man¹s Prize Pupil book.....................$2 Pac Man Bubble Gum Dispenser (no key)..............$2 ----------------------- ***RULES*** 1. Please include name, phone number, email address, and postal address with first bid. Upon first bid you will be assigned a bidding number. Please include your number with all future bids. 2. All prices are in US funds. (Canadians can pay equivalent in Canadian currency if they wish.) 3. Minimum bid is $1 unless otherwise stated 4. Bid increments are: $1-$20 $1.00 $21-$49 $2.00 $50 + $5.00 6. New bids will be retrieved and handled at approx 11:00 P.M. Eastern Time. I intend to send out updates every day or two depending on the ammount of action. 7. I will also post updates periodically to the newsgroups. 8. I reserve the right to remove any item from the auction or change the rules at any time... but probably won't. 9. I will entertain trade offers for R/ER Coleco or a Vectrex 3-D Imager. Cold hard cash is preferred though! :) 10. I will be entertained by buyout offers. 11. Bids do not include shipping & insurance costs. Shipping is to be figured out. For AIR to US/Canada it will be approx $3 for first small item and $0.50 for each additional small item. Larger items and systems will be $10 and up (postage and packing supplies.) 13. Money orders or certified cheques preferred. Payments may be made by Personal Cheques (28 working days to clear, sorry, my bank sucks.) 14. When two or more persons bid the same dollar value I will take the first person to bid at that price. 15. There is no Sanity Clause. 16. All shipments will be made after your cheque clears or the same day as I receive your money order/certified cheque. 17. Failure to receive payment will result in the item being withdrawn from the auction and the possible exclusion of the bidder from subsequent auctions. I will also forward your name/email address to other auctioneers for their deadbeat files. 18. At auction end (Feb 14), I will start the G1-G2-SOLD phase. A new bid in the "G1-G2-SOLD" phase resets the item's status to going once -- AFTER SOLD NO FUTHER BIDS WILL BE ACCEPTED 19. Have fun! 20. In the improbable event that I get called away on business (on tour with a band), with no telnet access, the auction will be suspended until I get back. 21. DO NOT BID UNLESS YOU INTEND ON BUYING!!! 22. Your participation in this auction signifies your consent to follow the above rules as stated. thanx you shawn + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!hunter.premier.net!www.nntp.primenet.com!nntp.primenet.com!news.primenet.com!nickb From: nickb@primenet.com (Nick S Bensema) Newsgroups: rec.games.vectrex Subject: SMS glasses -> Vectrex Date: 26 Jan 1997 17:42:04 -0700 Organization: Primenet (602)416-7000 Lines: 38 Message-ID: <5cgtks$45k@nnrp1.news.primenet.com> X-Posted-By: nickb@206.165.5.105 (nickb) I know that physically, the SMS glasses and Vectrex imager are completely different, but electronically, the SMS and Vectrex imager only seem to do the opposite of each other. From what I've read, the SMS glasses take a sync signal from the console, while the Vectrex imager sends a sync signal to the console. To make SMS glasses work on the Vectrex, one would have to build a device that would accept the Vectrex's startup signal, and then send sync to both the Vectrex and the glasses. We do know such things as, for example, the Vectrex imager sends its sync signal on the "button 4" line. Someone on this group reported that you can sort of frame-advance through a Vectrex game by button-4-ing the second controller. In a best-case scenario, the device we build should be able to catch on to the startup signals that the Vectrex sends out and know at which frequency to send out the sync signal. In a worst-case scenario, it would take a bit of manual intervention to get the glasses in phase with the game, or to get the proper frame rate. Of course, I know color is completely out of the question, but it's better than nothing. What has stopped us from continuing this little project? Lack of interest? Lack of SMS glasses among Vectrex electronics gurus? Or is there some legitimate electronic hurdle that nobody has figured out yet? I've been interested in this ever since I saw "Possibly" as an answer to this question in the Vectrex FAQ. -- N i c k B e n s e m a < n i c k b @ p r i m e n e t . c o m > ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 98-KUPD Red Card Holder #710563 WedSpc License #71.0563 + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-peer.gsl.net!news.gsl.net!howland.erols.net!newsfeed.internetmci.com!uunet!in3.uu.net!208.195.156.10!news.walltech.com!hsnx.wco.com!news.wco.com!news From: bstanton@wco.com (Bill Stanton) Newsgroups: rec.games.vectrex Subject: Re: In defense of Dr. Calhoun Date: Sun, 26 Jan 1997 03:24:44 GMT Organization: West Coast Online's News Server - Not responsible for content Lines: 120 Distribution: inet Message-ID: <32eac92f.1709574@NEWS.WCO.NET> References: <5c8731$mhu@news.csus.edu> <32e7dae5.4385475@NEWS.WCO.NET> <5cdp72$9k3@nnrp1.news.primenet.com> Reply-To: bstanton@wco.com NNTP-Posting-Host: volans127.wco.com X-Newsreader: Forte Free Agent 1.1/32.230 On 25 Jan 1997 13:08:02 -0700, Glenn Saunders wrote: >This files under the category of "apathy = consent". Legally this doesn't >hold up, if it ever did go to court. I never said apathy equals consent. Legally, apathy does equal consent in many circumstances, however. You should check your facts. Omission of action can definitely be construed as consent or even abetting. >I think some sanctimony and finger-pointing IS necessary, however, in >classic gaming in general. The Vectrex situation is really an anomoly in >the industry. The vast majority of ROM image trading and such are on very >shaky legal ground (albeit not much of a real-world risk of litigation). Huh? So it's up to you to champion the cause of developers long since departed from the industry who have no real legal interest in what we do with their games, if anything. If you feel sanctimony and finger pointing is necessary, maybe you're in the wrong hobby. >I find this ironic to me, because if classic gamers really did have a love >for the old games, they'd have more respect for the programmers and >designers. But this has been a problem all the way back to the disk >crackers on the 8-bit home computers in the early 80s (which some blame >for the early demise of some of those machines). Huh again? Mind telling me how any of us could have any more respect for the founders of the video game age than to avidly collect and trade their games? And erect edifices in the form of endless web sites and ftp sites proclaiming the superiority of the classics of their modern equivalents? There is no wrongdoing going on here. You are confusing piracy of current products with the harmless distribution of long since discontinued items. >If these programs were so worthless to their parent companies, finding >them and making a GCE-like arrangement would have been easy, and well >worth the peace-of-mind. So using the "worthless" argument seems to be >just a cover for laziness. But the programs probably do not belong to their parent companies anymore. And if they do, who are they? Where are they now? I doubt Smith Engineering owns the rights to every game every produced for the Vectrex. >I just don't like hypocrisy. If you are going to do something illegal, by >all means fess up to it and don't try to finesse moral logic to make it >seem like it isn't. It's like pot smokers starting to talk about all the >uses of hemp when they are just trying to validate getting high. Call a >spade a spade. Piracy is piracy, whether the parent company sends the >lawyers out to string you up or not. The hypocrisy is people whining about the legality or morality of "pirating" old discontinued games when they themselves reap the benefits without lifting a finger themselves. My attitude is this: Do what you want. I do NOT know that buying, owning or making a multicart or new Vectrex game is ILLEGAL at all. If someone wants to come and tell me it is, they'd better have excellent legal backup. Nobody has shown good legal proof here yet, just egotistic moral judgment nonsense. You're not calling a spade a spade, you're crying fire in a crowded theatre because you think you might smell smoke from those pot-smokers! (and BTW, I have never smoked pot or anything in my life, but I do not stand in moral or legal judgment of those who want to or need to, but that's another story) Bottom line, I'd like to see how any company, dead or alive, could possibly make a viable legal case out of the distribution of discontinued video games for a platform that hasn't been available for a decade or more. Have you ever copied a video tape? Made an audio tape from radio or someone else's disc or LP or tape? Ever taped a ball game or other TV broadcast? Well guess what my man, you're no morally superior than the biggest hacking, phreaking, warez-pushing zitfaced, potsmoking punk in the world, in my book. >If you are involved in an act of piracy, and someone calls you to task for >it, have the GUTS to say "Yeah, I'm involved in low-level piracy and I am >content with the level of risk and moral impurity involved." and move on. Oh please. Low level piracy. Is that like being somewhat pregnant? You just said "Call a spade a spade." It's either illegal distribution of copyrighted materials against the wishes of the owner or it isn't. >Don't just dodge the issue or sling insults. Too bad you didn't read the original note I replied to and note the gross dodging and mudslinging there. I criticized the logic, not the guy, for the vast majority of my msg until I came to the end and laid the same "I no longer respect you," crap on him that he laid on John. >It is you who is interpreting his post as a flame. Yes, and telling the world that he was no longer going to RESPECT John is quite a flame. The many references to John and others' MORALITY and sense of ETHICS was very fame-like. >In the Vectrex domain, yes. But I think he was merely extending his post >to cover the entire classic world, where ethics are a four-letter word. No, he was talking Vectrex. Nowhere did he qualify himself otherwise. And I will repeat, NOTHING is being done by Sean, John or anyone else that is morally or legally reprehensible. Period. There is no reason for self-righteous morality mumbo jumbo. We don't need a lesson in copyright law as far as the Vectrex world goes. For someone to stand on a platform of anti-piracy and preach as he did to John and us in general, well, I took some umbrage. I think John has done a fantastic job and had a reaction I think we all can UNDERSTAND, if not totally agree with. That's the only point that is necessary to make. Going off and making one's self sound important and ultra-holier-than-thou with talk of morality and law is totally ridiculous in this particular case. Not that you in particular have. Anyways, thanks for your opinion, eloquently and flamelessly put. I appreciate the feedback. -Bill + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!news.sprintlink.net!news-peer.sprintlink.net!news-pull.sprintlink.net!news-fw-12.sprintlink.net!news.sprintlink.net!news-fw-6.sprintlink.net!news.xnet.com!typhoon.xnet.com!not-for-mail From: skelly@typhoon.xnet.com (Sean Kelly) Newsgroups: rec.games.vectrex,rec.games.video.classic,rec.games.video.marketplace Subject: THE Auction - phase 4! [update] Date: 27 Jan 1997 06:23:05 GMT Organization: XNet - Chicagoland's Regional ISP (630) 983-6064 Lines: 378 Distribution: inet Message-ID: <5chhk9$etv@flood.xnet.com> NNTP-Posting-Host: typhoon.xnet.com X-Newsreader: TIN [UNIX 1.3 950824BETA PL0] Xref: csus.edu rec.games.vectrex:6479 rec.games.video.classic:71270 rec.games.video.marketplace:104956 [UPDATE] THE Auction - Phase #4 ---------------------- This is the largest of the four auctions in this series I've run so far and there's a ton of really great stuff here! The regular bidding portion of this auction will end on 1-28-97 at which point all auctioned items will enter a once, twice, sold format. Please be sure to read rule #2 in regards to the once, twice, sold portion of the auction! PLEASE READ THE RULES!!! I never read them either, but my auctions run a little differently than most you may have participated in. The items listed here STILL only scratch the surface of what's to come!!! Atari 2600 Rarities ------------------- Malagai..................................... $110 "Nicole" This one needs a little explaining. Malagai was never released but at some point in time a "tube" of Gauntlet and Malagai chips were dug up. Seeing as how you can't plug chips in to your 2600, these chips had to be put onto circuit boards in order to be of any use to anyone. So even though the game was made by Answer Software, it comes in an Atari casing without any label. The suspicious collector may be leary of this type of a cartridge, for fear of it being a copy of the game. BUT a quick turn of the phillips screw holding this case together will reveal the circuit board on which you will find a chip with the Answer part #AN-1001-00 (which is Malagai) and the Answer copyright notification. Believe me....NOBODY would be able to print on this chip even if they wanted to! I will be happy to include a voucher of authenticity with this cartridge and a picture of the chip itself is available at: http://www.xnet.com/~skelly/images/malchip.jpg Swordquest Waterworld....................... $ 85 "Buck" Not much needs to be said about this extremely rare Atari title. It's a loose cart and in MINT condition. Crazy Climber............................... $ 90 "Buck" One of the most sought-after carts for the 2600! Loose cart in MINT condition! Mogul Maniac................................ $ 46 "Climber" Comes complete with BOX and INSTRUCTIONS...AND... the Joyboard controller! Smurfs Save the Day......................... $ 50 "Nicole" For use with the Coleco's KidVid controller. Loose cart in excellent condition. Also included are ALL THREE cassette audio tapes! The tapes are ORIGINALS and include their respective artwork. Raft Rider.................................. $ 8 "Elevate" One of the rarer US Games title. Loose cart in good condition with original instructions. Up N Down................................... $ 60 "Buck" Not only the rarest of the Sega-released 2600 titles, but also a pretty fun game! Sea Hawk.................................... $ 25 "Aeriel" Panda cart #108. Loose cart in good condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Scuba Diver................................. $ 30 "Nicole" Panda cart #104. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Exocet...................................... $ 35 "Nicole" Panda cart #109. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Harbor Escape............................... $ 21 "Buck" Panda cart #???. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Atari 2600 "Strange-ities" -------------------------- The following batch of carts are kind of unusual. Many of them are Taiwanese rip-offs meaning they were originally released by another company and then pirated by a second company and sold under a different name with minorly altered graphics. In some cases they didn't even bother to change the graphics at all. There is almost never any indication of company name anywhere on the label or casing. What I have done is gather up a bunch of these type carts and am listing them here. Since sometimes the titles these companies choose have absolutely NOTHING to do with the game that is contained in the cartridge, I am listing what game these are pirated copies of. Since these can be confusing, I have also scanned all the labels and each one is available on the world wide web so you can take a look at it to make sure whether you have it or not. Farmer Dan.................................. $ 11 "Climber" Copy of : Gopher by US Games PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/farmer.jpg Wustenschlacht.............................. $ 11 "Climber" Copy of : At least "similar" to Sea Hawk by Panda PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/wusten.jpg Great Escape................................ $ 20 "Nicole" Copy of : Lock N Chase by Mattel PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/ges.jpg Ski Hunt.................................... $ 16 "Climber" Copy of : Mogul Maniac by Amiga PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/ski_h.jpg Sea Hawk.................................... $ 27 "Cavern" Copy of : Sea Hawk by Panda PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/sea_h.jpg Laser Volley................................ $ 10 "Winter" Copy of : Flash Gordon PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/laser.jpg Turmoil..................................... $ 10 "Winter" Copy of : Turmoil by 20th Century PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/turmoil.jpg Mein Weg.................................... $ 16 "Eraser" Copy of : Challenge by HES PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/mein.jpg Ocean City Defender......................... $ 10 "Winter" Copy of : Atlantis by Imagic PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/ocean.jpg Sea Monster................................. $ 11 "Climber" Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Open Sesame................................. $ 10 "Clove" Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Mission 3000................................ $ 10 "Clove" Copy of : Nothing - orignal game! PAL/NTSC : PAL Picture : label has no picure. Mr. Postman................................. $ 15 "Eraser" Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Fox & Goat.................................. $ 11 "Climber" Copy of : Not really sure PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/foxg.jpg River Raid I................................ $ 21 "Nicole" Copy of : River Raid by Activision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/rr1.jpg Freeway..................................... $ 10 "Winter" Copy of : Freeway by Activision PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/freeway.jpg Die Springteufel............................ $ 10 "Winter" Copy of : Fast Eddie by 20th Century PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/die_s.jpg Condor Attack............................... $ 22 "Nicole" Copy of : Condor Attack by Ultravision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/condor.jpg Robin Hood.................................. $ 14 "Climber" Copy of : Save Our Ship PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/robin.jpg Dschungel Boy............................... $ 10 "Winter" Copy of : Pitfall by Activision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/dschun.jpg Bobby Geht Nach Hause....................... $ 16 "Eraser" Copy of : Bobby is Going Home PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/bobby.jpg ColecoVision ------------ Q*Bert's Qubes.............................. $ 60 "Concept" At the very least, in the "top ten" of hard-to-find ColecoVision carts. Loose cart in very good condition with original instructions. Frogger II.................................. $ 11 "Data" One of the last few Parker Brothers releases for ColecoVision! Loose cart in excellent condition. James Bond 007.............................. $ 28 "Film" Another very hard to come by CV title. Comes complete with BOX and INSTRUCTIONS! Flipper Slipper............................. $ 32 "Data" SpectraVision rarity for CV. Comes complete with BOX and INSTRUCTIONS! It's Only Rock & Roll....................... $ 40 "Aeriel" Very hard to come by. Comes complete with BOX and INSTRUCTIONS! Miscellaneous ------------- Tetris by Tengen for the NES................ $ 50 "Eraser" Complete in the box and in excellent condition! King of Kings by Wisdom Tree for the NES.... $ 20 "Data" Rare bible-type NES game. Shrinkwrapped! Data Age RECORD............................. $ 30 "Feller" This is a 33rpm music record titled "Up to Now You've Had It Easy". The record itself depicts the five Data Age Atari 2600 titles incorporated into a very graphic layout on the record itself. The record has never been played and is enclosed in it's original packaging!! Atari Video Music Console................... $100 "Eraser" HIGHLY sought-after stereo component made by Atari. These are very hard to come by! Unit is in good condition. STRAIGHT SALE ITEMS ------------------- Everything listed below is for SALE at the price listed on a first-come-first-served basis. Vectrex: 3D IMAGERS!!....................... $350 SOLD! Loose Imagers in excellent condition. 3D Minestorm and its color wheel are included. Vectrex: Web Warp........................... $ 50 This is the European version of Web Wars. This cartridge is brand new in the box. Vectrex: Fortress of Narzod................. $ 15 Loose cart. Vectrex: Star Castle........................ $ 25 Loose cart. Vectrex: Clean Sweep........................ $ 15 Milton Bradley European version. Loose cart. Odyssey 2 Videopac: #55 Neutron Star........ $ 40 SOLD! One of the harder to find Videopacs. The Rules --------- 1) EVERYONE will be ASSINGED an alias. I have a list of aliases typed in and will assign one to every bidder. 2) The "going once, twice, sold" portion of this auction MAY be limited in it's duration to keep this auction from dragging on and on. I have two options that I am considering in this regard. Items that have been going once or twice for an intentionally undisclosed amount of time will take the form of one or the other of the following two types of auctions: a) A sealed bid. Bidders that have PLACED BIDS duing the going once or twice portion of the auction will be asked to place a secret bid. Once all sealed bids are received, the highest bidder will be determined and will win the item. b) A random drawing. Bidders that have PLACED BIDS during the going once or twice portion of the auction will be eligible for the random drawing. The item will be offered in a random drawing to such bidders still interested in the item at the current high bid. c) The standard once, twice, sold format will be followed in general. Items going once will advance to going twice after one day. Items going twice will advance to going twice after one day. Items going twice will be considered SOLD after one day. 3) Do not bid on anything you don't intend to pay for! 4) Minimum bid increments: $ 1 - $10 : $1 $11 - $20 : $2 $21 - $50 : $3 $51 - $150 : $5 $151 & up : $10 5) Payment is expected to be received within two weeks of the auctions' close. Items not paid for within two weeks will possibly be offered to someone else at my discretion. 6) Basically, let's all use some common sense and courtesy... skelly@xnet.com http://www.xnet.com/~skelly/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!newsgate.cuhk.edu.hk!news.glink.net.hk!uunet!in2.uu.net!142.77.1.4!news.uunet.ca!not-for-mail From: Ocelot@cyberbeach.net (Rob Stickles) Newsgroups: rec.games.vectrex Subject: Re: SMS glasses -> Vectrex Date: 27 Jan 1997 18:41:39 GMT Organization: UUNET Canada News Transport Lines: 98 Message-ID: <5cist3$8a6$1@reaper.uunet.ca> References: <5cgtks$45k@nnrp1.news.primenet.com> NNTP-Posting-Host: ppp2-164.cyberbeach.net X-Newsreader: InterNews 2.0.1@ppp2-164.cyberbeach.net.[U] X-Authenticated: ocelot on POP host wave.cyberbeach.net. In article <5cgtks$45k@nnrp1.news.primenet.com> nickb@primenet.com (Nick S Bensema) writes: > I know that physically, the SMS glasses and Vectrex imager are completely > different, but electronically, the SMS and Vectrex imager only seem to do > the opposite of each other. > > From what I've read, the SMS glasses take a sync signal from the console, > while the Vectrex imager sends a sync signal to the console. > > To make SMS glasses work on the Vectrex, one would have to build a device > that would accept the Vectrex's startup signal, and then send sync to both > the Vectrex and the glasses. Actually, you might be able to force the Vectrex to sync to a regular, unchanging pattern by using a dongle that sends a constant sync signal. The main reason why the imager originally worked on this kind of feedback circuit is to compensate for irregularities in the manufacture of the motor. > > We do know such things as, for example, the Vectrex imager sends its sync > signal on the "button 4" line. Someone on this group reported that you > can sort of frame-advance through a Vectrex game by button-4-ing the > second controller. > > In a best-case scenario, the device we build should be able to catch on to > the startup signals that the Vectrex sends out and know at which frequency > to send out the sync signal. You might be able to get by on forcing the vectrex to sync to one kind of signal, all you'd need is a way to tell the SMS goggles when to 'start' so they'll be in sync with the Vectrex. Even though the frame rate does vary in the games at different points, this is done mostly to allow more vectors of one colour to be drawn in the 'window' of time allowed for by the rotating of the disk. If you break that feedback loop and keep fooling the Vectrex into syncing at the constant rate you set, you might be able to get away with it. > > In a worst-case scenario, it would take a bit of manual intervention to > get the glasses in phase with the game, or to get the proper frame rate. > > Of course, I know color is completely out of the question, but it's better > than nothing. > > What has stopped us from continuing this little project? Lack of > interest? Lack of SMS glasses among Vectrex electronics gurus? Or is > there some legitimate electronic hurdle that nobody has figured out yet? 1) Contrast. All 3D systems work by channeling information to each eye separately. The SMS goggles use LCD shutters which close off the information to one eye for a brief instant. This works great for the SMS because the information you are channeling can be easily blacked out by the liquid crystals, but the Vectrex's high contrast image might be too much for the shutter glasses to occlude and the result is the 3D effect is ruined by bleed through. 2) Only 3 games (although a possible fourth may still be on some ancient disk) were ever produced to work with the imager. Is it worth it to spend $$$ hacking an already relatively expensive piece of hardware ($40 for SMS glasses is average) to see/play 3 games that you haven't before, one of which is an (ableit more cool looking) rehash of a game everyone already has seen and played? Also, see my comments on Crazy Coaster in the FAQ ;-) Personally, I think the colour is what you should be lusting after, not the 3D (which has been used in the game industry mostly as a gimmick to get you to buy some expensive piece of hardware). I was astounded by the colour you could get with the imager. How much would you pay for a working 3D imager hack? If the hack costs $100 to break even, while real imagers go for about $250-$350 then is it worth foisting this on the Vec community? > > I've been interested in this ever since I saw "Possibly" as an answer to > this question in the Vectrex FAQ. So have I ;-). Personally I think the best solution to the lack of imagers is to have someone reproduce them as they were, or at least close to it. The biggest hurdle in doing this kind of project are that some of the parts are no longer easily available (specifically the motor, but they may have already alloted for that in how the feedback circuit works... see above). Another problem is in the colour wheels, which have a custom mechanism for locking the wheel in place and arent likely to be reproduced cheaply. If I were to embark on such a project I'd redesign the wheel lock system. Regards, Rob S. (Sutekh on #RGVC and #drwho) + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!howland.erols.net!ix.netcom.com!news From: ATOMAN Newsgroups: rec.games.vectrex Subject: Vectrex for Sale Plus Many Games Date: Mon, 27 Jan 1997 03:06:02 -0500 Organization: Netcom Lines: 7 Distribution: inet Message-ID: <32EC61EA.2BBF@ix.netcom.com> Reply-To: atoman@ix.netcom.com NNTP-Posting-Host: wfd-nj4-61.ix.netcom.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-NETCOM-Date: Mon Jan 27 12:03:46 PM PST 1997 X-Mailer: Mozilla 3.01 (Win95; I) I have a Vectrex for sale. Great condition. Also I have seven games to go with it. The games are Star Trek, Cosmic Chasm, Armor Attack, Berzerk, Hyper Chase, Star Hawk, and Bedlam. I can be contacted at ATOMAN@ix.netcom.com Asking price $250.00 or best offer. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!howland.erols.net!newsfeed.internetmci.com!news.xnet.com!typhoon.xnet.com!not-for-mail From: skelly@typhoon.xnet.com (Sean Kelly) Newsgroups: rec.games.vectrex,rec.games.video.classic,rec.games.video.marketplace Subject: THE Auction - phase 4! [update] Date: 27 Jan 1997 22:13:57 GMT Organization: XNet - Chicagoland's Regional ISP (630) 983-6064 Lines: 379 Distribution: inet Message-ID: <5cj9b5$8h2@flood.xnet.com> NNTP-Posting-Host: typhoon.xnet.com X-Newsreader: TIN [UNIX 1.3 950824BETA PL0] Xref: csus.edu rec.games.vectrex:6484 rec.games.video.classic:71314 rec.games.video.marketplace:105069 [UPDATE] THE Auction - Phase #4 ---------------------- This is the largest of the four auctions in this series I've run so far and there's a ton of really great stuff here! The regular bidding portion of this auction will end on 1-28-97 at which point all auctioned items will enter a once, twice, sold format. Please be sure to read rule #2 in regards to the once, twice, sold portion of the auction! PLEASE READ THE RULES!!! I never read them either, but my auctions run a little differently than most you may have participated in. The items listed here STILL only scratch the surface of what's to come!!! Atari 2600 Rarities ------------------- Malagai..................................... $110 "Nicole" This one needs a little explaining. Malagai was never released but at some point in time a "tube" of Gauntlet and Malagai chips were dug up. Seeing as how you can't plug chips in to your 2600, these chips had to be put onto circuit boards in order to be of any use to anyone. So even though the game was made by Answer Software, it comes in an Atari casing without any label. The suspicious collector may be leary of this type of a cartridge, for fear of it being a copy of the game. BUT a quick turn of the phillips screw holding this case together will reveal the circuit board on which you will find a chip with the Answer part #AN-1001-00 (which is Malagai) and the Answer copyright notification. Believe me....NOBODY would be able to print on this chip even if they wanted to! I will be happy to include a voucher of authenticity with this cartridge and a picture of the chip itself is available at: http://www.xnet.com/~skelly/images/malchip.jpg Swordquest Waterworld....................... $ 85 "Buck" Not much needs to be said about this extremely rare Atari title. It's a loose cart and in MINT condition. Crazy Climber............................... $ 90 "Buck" One of the most sought-after carts for the 2600! Loose cart in MINT condition! Mogul Maniac................................ $ 46 "Climber" Comes complete with BOX and INSTRUCTIONS...AND... the Joyboard controller! Smurfs Save the Day......................... $ 50 "Nicole" For use with the Coleco's KidVid controller. Loose cart in excellent condition. Also included are ALL THREE cassette audio tapes! The tapes are ORIGINALS and include their respective artwork. Raft Rider.................................. $ 8 "Elevate" One of the rarer US Games title. Loose cart in good condition with original instructions. Up N Down................................... $ 65 "Clip" Not only the rarest of the Sega-released 2600 titles, but also a pretty fun game! Sea Hawk.................................... $ 28 "Beam" Panda cart #108. Loose cart in good condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Scuba Diver................................. $ 30 "Nicole" Panda cart #104. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Exocet...................................... $ 35 "Nicole" Panda cart #109. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Harbor Escape............................... $ 21 "Buck" Panda cart #???. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Atari 2600 "Strange-ities" -------------------------- The following batch of carts are kind of unusual. Many of them are Taiwanese rip-offs meaning they were originally released by another company and then pirated by a second company and sold under a different name with minorly altered graphics. In some cases they didn't even bother to change the graphics at all. There is almost never any indication of company name anywhere on the label or casing. What I have done is gather up a bunch of these type carts and am listing them here. Since sometimes the titles these companies choose have absolutely NOTHING to do with the game that is contained in the cartridge, I am listing what game these are pirated copies of. Since these can be confusing, I have also scanned all the labels and each one is available on the world wide web so you can take a look at it to make sure whether you have it or not. Farmer Dan.................................. $ 13 "Beam" Copy of : Gopher by US Games PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/farmer.jpg Wustenschlacht.............................. $ 11 "Climber" Copy of : At least "similar" to Sea Hawk by Panda PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/wusten.jpg Great Escape................................ $ 20 "Nicole" Copy of : Lock N Chase by Mattel PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/ges.jpg Ski Hunt.................................... $ 16 "Climber" Copy of : Mogul Maniac by Amiga PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/ski_h.jpg Sea Hawk.................................... $ 27 "Cavern" Copy of : Sea Hawk by Panda PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/sea_h.jpg Laser Volley................................ $ 10 "Winter" Copy of : Flash Gordon PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/laser.jpg Turmoil..................................... $ 10 "Winter" Copy of : Turmoil by 20th Century PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/turmoil.jpg Mein Weg.................................... $ 16 "Eraser" Copy of : Challenge by HES PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/mein.jpg Ocean City Defender......................... $ 10 "Winter" Copy of : Atlantis by Imagic PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/ocean.jpg Sea Monster................................. $ 11 "Climber" Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Open Sesame................................. $ 10 "Clove" Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Mission 3000................................ $ 10 "Clove" Copy of : Nothing - orignal game! PAL/NTSC : PAL Picture : label has no picure. Mr. Postman................................. $ 15 "Eraser" Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Fox & Goat.................................. $ 11 "Climber" Copy of : Not really sure PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/foxg.jpg River Raid I................................ $ 21 "Nicole" Copy of : River Raid by Activision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/rr1.jpg Freeway..................................... $ 10 "Winter" Copy of : Freeway by Activision PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/freeway.jpg Die Springteufel............................ $ 10 "Winter" Copy of : Fast Eddie by 20th Century PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/die_s.jpg Condor Attack............................... $ 22 "Nicole" Copy of : Condor Attack by Ultravision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/condor.jpg Robin Hood.................................. $ 16 "Beam" Copy of : Save Our Ship PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/robin.jpg Dschungel Boy............................... $ 10 "Winter" Copy of : Pitfall by Activision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/dschun.jpg Bobby Geht Nach Hause....................... $ 16 "Eraser" Copy of : Bobby is Going Home PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/bobby.jpg ColecoVision ------------ Q*Bert's Qubes.............................. $ 60 "Concept" At the very least, in the "top ten" of hard-to-find ColecoVision carts. Loose cart in very good condition with original instructions. Frogger II.................................. $ 11 "Data" One of the last few Parker Brothers releases for ColecoVision! Loose cart in excellent condition. James Bond 007.............................. $ 31 "Data" Another very hard to come by CV title. Comes complete with BOX and INSTRUCTIONS! Flipper Slipper............................. $ 32 "Data" SpectraVision rarity for CV. Comes complete with BOX and INSTRUCTIONS! It's Only Rock & Roll....................... $ 40 "Aeriel" Very hard to come by. Comes complete with BOX and INSTRUCTIONS! Miscellaneous ------------- Tetris by Tengen for the NES................ $ 50 "Eraser" Complete in the box and in excellent condition! King of Kings by Wisdom Tree for the NES.... $ 20 "Data" Rare bible-type NES game. Shrinkwrapped! Data Age RECORD............................. $ 30 "Feller" This is a 33rpm music record titled "Up to Now You've Had It Easy". The record itself depicts the five Data Age Atari 2600 titles incorporated into a very graphic layout on the record itself. The record has never been played and is enclosed in it's original packaging!! Atari Video Music Console................... $100 "Eraser" HIGHLY sought-after stereo component made by Atari. These are very hard to come by! Unit is in good condition. STRAIGHT SALE ITEMS ------------------- Everything listed below is for SALE at the price listed on a first-come-first-served basis. Vectrex: 3D IMAGERS!!....................... $350 SOLD! Loose Imagers in excellent condition. 3D Minestorm and its color wheel are included. Vectrex: Web Warp........................... $ 50 This is the European version of Web Wars. This cartridge is brand new in the box. Vectrex: Fortress of Narzod................. $ 15 Loose cart. Vectrex: Star Castle........................ $ 25 Loose cart. Vectrex: Clean Sweep........................ $ 15 Milton Bradley European version. Loose cart. Odyssey 2 Videopac: #55 Neutron Star........ $ 40 SOLD! One of the harder to find Videopacs. The Rules --------- 1) EVERYONE will be ASSINGED an alias. I have a list of aliases typed in and will assign one to every bidder. 2) The "going once, twice, sold" portion of this auction MAY be limited in it's duration to keep this auction from dragging on and on. I have two options that I am considering in this regard. Items that have been going once or twice for an intentionally undisclosed amount of time will take the form of one or the other of the following two types of auctions: a) A sealed bid. Bidders that have PLACED BIDS duing the going once or twice portion of the auction will be asked to place a secret bid. Once all sealed bids are received, the highest bidder will be determined and will win the item. b) A random drawing. Bidders that have PLACED BIDS during the going once or twice portion of the auction will be eligible for the random drawing. The item will be offered in a random drawing to such bidders still interested in the item at the current high bid. c) The standard once, twice, sold format will be followed in general. Items going once will advance to going twice after one day. Items going twice will advance to going twice after one day. Items going twice will be considered SOLD after one day. 3) Do not bid on anything you don't intend to pay for! 4) Minimum bid increments: $ 1 - $10 : $1 $11 - $20 : $2 $21 - $50 : $3 $51 - $150 : $5 $151 & up : $10 5) Payment is expected to be received within two weeks of the auctions' close. Items not paid for within two weeks will possibly be offered to someone else at my discretion. 6) Basically, let's all use some common sense and courtesy... skelly@xnet.com http://www.xnet.com/~skelly/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!su-news-hub1.bbnplanet.com!cpk-news-hub1.bbnplanet.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!howland.erols.net!portc02.blue.aol.com!newstf02.news.aol.com!audrey01.news.aol.com!not-for-mail From: riddley13@aol.com (Riddley13) Newsgroups: rec.games.vectrex Subject: NEED VECTREX CONTROLLER Date: 27 Jan 1997 22:27:09 GMT Organization: AOL http://www.aol.com Lines: 1 Distribution: inet Message-ID: <19970127222701.RAA21905@ladder01.news.aol.com> NNTP-Posting-Host: ladder01.news.aol.com X-Admin: news@aol.com If you want to sell please email with a price ... Riddley13@aol.com + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!nntp.primenet.com!news.primenet.com!krishna From: Glenn Saunders Newsgroups: rec.games.vectrex Subject: Re: In defense of Dr. Calhoun Date: 27 Jan 1997 14:58:02 -0700 Organization: Primenet (602)416-7000 Lines: 90 Distribution: inet Message-ID: <5cj8da$otq@nnrp1.news.primenet.com> References: <5c8731$mhu@news.csus.edu> <32e7dae5.4385475@NEWS.WCO.NET> <5cdp72$9k3@nnrp1.news.primenet.com> <32eac92f.1709574@NEWS.WCO.NET> X-Posted-By: krishna@206.165.5.108 (krishna) The mortal Bill Stanton wrote: : I never said apathy equals consent. Legally, apathy does equal consent : in many circumstances, however. You should check your facts. Omission : of action can definitely be construed as consent or even abetting. It depends. The internet is still relatively new. I would argue that most of the potential companies are blissfully unaware of the piracy because they don't read the newsgroups and don't do enough web-surfing. I don't think it's a case of them simply turning a blind eye to it. : Huh? So it's up to you to champion the cause of developers long since : departed from the industry who have no real legal interest in what we : do with their games, if anything. If you feel sanctimony and finger : pointing is necessary, maybe you're in the wrong hobby. Not all developers or ex-programmers have departed from the industry. You _assume_ that they have no real legal interest. : Huh again? Mind telling me how any of us could have any more respect : for the founders of the video game age than to avidly collect and : trade their games? And erect edifices in the form of endless web sites Ask a programmer if all this matters if his material is widely pirated. : and ftp sites proclaiming the superiority of the classics of their : modern equivalents? There is no wrongdoing going on here. You are : confusing piracy of current products with the harmless distribution of : long since discontinued items. You are merely restating the attitude I was defining in the classic community regarding a lack of respect for the lingering copyright of classic games. You are defining morality according to your inner compass, which conveniently validates your behavior. It's impossible to argue ethics with someone like this... To me, the solution to this dilemma is not to ignore copyright, but to seek out the parent companies and make arrangements like the GCE deal. But too many people haven't the initiative of Mr. Calhoun, and would rather play the game your way, and then try to cover your ethically grey tracks with rationalizations aplenty. : But the programs probably do not belong to their parent companies : anymore. And if they do, who are they? Where are they now? I doubt : Smith Engineering owns the rights to every game every produced for the : Vectrex. Such questions are not that hard to answer. It only took a little detective work to determine the legal status of the Supercharger games, for instance, despite the fact that the company was bought up by a company that in turn went out of business! : The hypocrisy is people whining about the legality or morality of : "pirating" old discontinued games when they themselves reap the : benefits without lifting a finger themselves. My attitude is this: Do Could you elaborate please? : what you want. I do NOT know that buying, owning or making a multicart : or new Vectrex game is ILLEGAL at all. If someone wants to come and It's not. I am speaking of the classic community in general. The Vec situation is unfortunately unique. : Bottom line, I'd like to see how any company, dead or alive, could : possibly make a viable legal case out of the distribution of : discontinued video games for a platform that hasn't been available for : a decade or more. Well, this isn't exactly what you want, but Atari forced changes in the DOS Adventure clone which resulted in Indenture. These companies don't have to go to court. Threats are usually enough if it comes to that. : Going off and making one's self sound important and : ultra-holier-than-thou with talk of morality and law is totally : ridiculous in this particular case. Not that you in particular have. It's called topic drift. Sorry if you haven't the power to moderate the newsgroups. I thought it was justified to widen the topic to the issue of classic game copyright in general, considering that many of the viewpoints expressed in this thread are symptomatic of the two classic-gamer attitudes I defined. And yes, I have dubbed tapes before. But I do realize it's wrong, and I do it anyway. I am not saying don't pirate. Go right ahead, but don't deny what it is you are doing, okay? + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!news.sgi.com!howland.erols.net!news.sprintlink.net!news-peer.sprintlink.net!newsfeed.internetmci.com!news.wco.com!news From: bstanton@wco.com (Bill Stanton) Newsgroups: rec.games.vectrex Subject: Re: In defense of Dr. Calhoun Date: Mon, 27 Jan 1997 10:16:15 GMT Organization: West Coast Online's News Server - Not responsible for content Lines: 148 Distribution: inet Message-ID: <32ec78b2.47348953@NEWS.WCO.NET> References: <5c8731$mhu@news.csus.edu> <32e7dae5.4385475@NEWS.WCO.NET> <5cdp72$9k3@nnrp1.news.primenet.com> <32eac92f.1709574@NEWS.WCO.NET> <5cj8da$otq@nnrp1.news.primenet.com> Reply-To: bstanton@wco.com NNTP-Posting-Host: volans135.wco.com X-Newsreader: Forte Free Agent 1.1/32.230 OK, this is my last response. Besides, we're talking to ourselves here, I'm sure everyone else has spared their peace of mind and moved on... >It depends. The internet is still relatively new. I would argue that >most of the potential companies are blissfully unaware of the piracy >because they don't read the newsgroups and don't do enough web-surfing. I >don't think it's a case of them simply turning a blind eye to it. Relative to what? Yes, Internet LAW is new in many respects, but what does that have to do with pirating software? Surprisingly little, unless you're talking about placing copyrighted games online for public consumption. I don't recall discussing that. Remember, Vectrex is the topic. I am not turning a blind eye, I know exactly what I am doing. And in regards to the Vectrex, nothing illegal. >Not all developers or ex-programmers have departed from the industry. You >_assume_ that they have no real legal interest. No, I never said that. Some people may, but I make no assumptions. I merely stated that most probably do not care. I worked on several GameBoy, SNES and PC products. At this time, since the games are no longer sold or probably aren't and royalties are no longer a factor, I don't care what anyone does with them. Games are sort of a flash in the pan (unless they become massive classic hits that can be revived like some arcade games), marketing-wise. >Ask a programmer if all this matters if his material is widely pirated. Why a programmer? Why not a designer, producer or art director? You don't seem to have too much experience with game development. Ownership does not necessarily fall on the programmer. Even so, you again use the word PIRATED, yet you say the Vectrex situation is different. I contend that piracy only occurs when potential earnings are jeopardized by duplication or distribution. With 99.9% of all classic games, this is not the case. >You are merely restating the attitude I was defining in the classic >community regarding a lack of respect for the lingering copyright of >classic games. You are not understanding my point. I have shown no lack of respect for lingering copyrights. I'd concede that in some classic game genres people should perhaps investigate the legalities of multicarts and the like before they pursue them. But the construction of new games for long-defunct platforms is beyond any ethical question or copyright restriction. That is all John D. does, and that's all he was being approached about by Dr. Calhoun. >You are defining morality according to your inner compass, which >conveniently validates your behavior. It's impossible to argue ethics >with someone like this... What behavior? Here goes the moral judgment again. I contend that ETHICS have very little to do with this industry. My only cited behavior here is the support of John's games and Sean's multicart. >To me, the solution to this dilemma is not to ignore copyright, but to >seek out the parent companies and make arrangements like the GCE deal. >But too many people haven't the initiative of Mr. Calhoun, and would >rather play the game your way, and then try to cover your ethically grey >tracks with rationalizations aplenty. There is no GCE deal. There is no GCE. Mr. Calhoun's "initiative" produced no result here. John was never in danger of violating any law or agreement, and no mediation (as offered to him) was necessary. >Such questions are not that hard to answer. It only took a little >detective work to determine the legal status of the Supercharger games, >for instance, despite the fact that the company was bought up by a company >that in turn went out of business! Are you so sure? Maybe someone else owns them now. Maybe the rights reverted to Atari. Maybe... But then again, we're talking VECTREX. >: The hypocrisy is people whining about the legality or morality of >: "pirating" old discontinued games when they themselves reap the >: benefits without lifting a finger themselves. My attitude is this: Do > >Could you elaborate please? Sure. What have you done to research the legality of owning duplicated classic games? If nothing, then you really have no place criticizing the ethics, morality or respectability of people do choose not to. >It's not. I am speaking of the classic community in general. The Vec >situation is unfortunately unique. I am referring strictly to the Vectrex situation unless where noted. And why is it unfortunately unique? I think it's a great situation. We have new games being made, multicarts... Now if only someone could make a $5 conversion to make a Viewmaster into 3D Imagers! :) >Well, this isn't exactly what you want, but Atari forced changes in the >DOS Adventure clone which resulted in Indenture. These companies don't >have to go to court. Threats are usually enough if it comes to that. Suit-happy Atari. It got them really far in the long run. The only really successful legal battles they won involved hardware configurations (carts, joysticks, etc.). But again, we're talking Vectrex and John. >It's called topic drift. Sorry if you haven't the power to moderate the >newsgroups. I call it pompous egotism to judge something so benign with such ferocity and verbosity. Again, not referring to you so much (although you're demonstrating a bit of it here). >I thought it was justified to widen the topic to the issue of classic game >copyright in general, considering that many of the viewpoints expressed in >this thread are symptomatic of the two classic-gamer attitudes I defined. Symptomatic of a horrid cancerous growth eating away at the moral fibre of the classic gaming universe, no doubt. Despite the fact you yourself said the Vectrex situation was different. You broaden the discussion to validate your views just as you accuse me of refusing to accept my own "ethical compass" to validate my own. Whatever. >And yes, I have dubbed tapes before. But I do realize it's wrong, and I >do it anyway. I am not saying don't pirate. Go right ahead, but don't >deny what it is you are doing, okay? What's worse? Someone who knows what they're doing is wrong and continues to do it, or someone who simply isn't aware of the wrongness of their actions and is too lazy to find out? I sure as hell have pirated in the past. I do it now in various ways. Few (and I mean probably less than 5%) of people in the software industry do not, in some form or another. I fully accept what I've done. But I *refuse* to accept the moral vilification being dished out here lately for owning new Vectrex games or a multicart. It's not illegal, it's not wrong. It's not piracy or thievery or unethical. ...You like your cliches? Here's a few for ya: Call a spade a spade, but don't throw the baby out with the bathwater. See the forest for the trees, don't throw stones from your glass house and above all, let he who is without sin cast the first stone. But again, I commend you on your vocab and mostly insult-free commentary. -Bill "Pirate Scourge of the Digital Seas" Stanton + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Newsgroups: rec.games.vectrex Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!feed1.news.erols.com!news.idt.net!newsfeed.internetmci.com!iglou!iglou1!mstclair From: mstclair@iglou1.iglou.com (Mike St. Clair) Subject: Re: In defense of Dr. Calhoun X-Nntp-Posting-Host: iglou1 X-Nntp-Posting-User: mstclair Message-ID: Sender: news@iglou.com (News Administrator) Organization: IgLou Internet Services (1-800-436-4456) References: <5c8731$mhu@news.csus.edu> <32e7dae5.4385475@NEWS.WCO.NET> <5cdp72$9k3@nnrp1.news.primenet.com> <32eac92f.1709574@NEWS.WCO.NET> <5cj8da$otq@nnrp1.news.primenet.com> Distribution: inet Date: Tue, 28 Jan 1997 15:54:06 GMT Lines: 95 I'm not getting into this piracy debate per se (at least for now), but I wanted to add my $.02 to a couple of points previously made. I am not taking a *side* on this debate. Glenn Saunders writes: >The mortal Bill Stanton wrote: >: Huh? So it's up to you to champion the cause of developers long since >: departed from the industry who have no real legal interest in what we >: do with their games, if anything. If you feel sanctimony and finger >: pointing is necessary, maybe you're in the wrong hobby. >Not all developers or ex-programmers have departed from the industry. You >_assume_ that they have no real legal interest. Most developers/programmers from the classic game industry have *no* legal interest in what they developed because they were doing work-for-hire. >: Huh again? Mind telling me how any of us could have any more respect >: for the founders of the video game age than to avidly collect and >: trade their games? And erect edifices in the form of endless web sites >Ask a programmer if all this matters if his material is widely pirated. Most programmers of classic games couldn't care less if their material was pirated, because the vast majority of them get no royalties on what they developed. Atari used to liken the programmers of their classic carts to the people who assembled them on the production line. That is, they felt that the programmers were just assisting in the produciton of a commodity, not creating art. Continuing with Atari as an example, the only cart of theirs that I know to have copyrighted and/or trademarked by the creator is Doug Neubauer's Solaris. And that came out at the very end of Atari's production of classics. And Doug did work-for-hire for Atari for at least 10 years before Solaris. Jeff Minter, a programmer of classics (computer, not console), has gleefully released his older games for free on the web. See his site at http://www.magicnet.net/~yak for details and downloads. I think a lot of classic programmers who own their work, like Yak does, would be more than happy to share their creations if approached, or if they actually stopped to think about it (many of them aren't on the net or in the industry anymore). I think that most of the classic programmers who don't own their work could care less. Many of them would probably love to see their work pirated instead of seeing the copyright-holding corporations continue to profit from it. >You are defining morality according to your inner compass, which >conveniently validates your behavior. It's impossible to argue ethics >with someone like this... Count me among those who don't believe in an objective, absolute, morality. I don't expect others values to match mine. >To me, the solution to this dilemma is not to ignore copyright, but to >seek out the parent companies and make arrangements like the GCE deal. >But too many people haven't the initiative of Mr. Calhoun, and would >rather play the game your way, and then try to cover your ethically grey >tracks with rationalizations aplenty. I don't quite understand what the 'dilemma' is. If somebody wants to make copyrighted material available on the net, I'm not going to stop them or criticize them. And if they are still happy with themselves, good for them. And whoever owns the copyright on said materials, it's up to *themselves* to protect their interest, not me. >Well, this isn't exactly what you want, but Atari forced changes in the >DOS Adventure clone which resulted in Indenture. These companies don't >have to go to court. Threats are usually enough if it comes to that. So you are saying that nobody who puts older copyrighted material on the net should be concerned about litigation as long as they are willing to pull the material if it is contested by the copyright-holder. I'll agree with that. On a side note, my understanding of the Indenture scenario is that Atari and Activision were so unresponsive and uncommittal about the DOS Adventure that VGR changed the name to *reduce* the chance of any legal action. I'm fairly certain that Atari never 'forced' or requested the name change, or other changes. -- ***Mike St. Clair***mstclair@iglou.com***irc:SaintMick*** + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!hunter.premier.net!news.sprintlink.net!news-peer.sprintlink.net!news.sprintlink.net!news-hub.sprintlink.net!news.sprintlink.net!news-pen-16.sprintlink.net!jjcd-newsserver!news From: Mark DeRoller Newsgroups: rec.games.vectrex Subject: FS: Vectrex system and 3 carts Date: Tue, 28 Jan 1997 11:11:16 -0500 Organization: Johnson & Johnson Clinical Diagnostics Lines: 39 Distribution: world Message-ID: <32EE2524.41C67EA6@cldx.com> NNTP-Posting-Host: loislane.cldx.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0Gold (X11; I; SunOS 4.1.3_U1 sun4c) CC: mderolle@cldx.com I have the following items for sale as a package: Vectrex Unit with one controller - $100 Unit and controller in nice shape. Minestorm comes built in. Armor Attack (UK version) - $35 cart, box, overlay, manual, plastic Star Trek - $30 cart, box, overlay, manual Multi-Cart - $60 This one cart contains all the games including Web Wars and Patriots. I didn't create the cart and I'm not making a profit on it. ------------------ TOTAL - $225 Sorry, will not separate. I live in Rochester, NY and will pay for shipping within the continental US. Please email directly. Thanks. Mark -- *************************************************************** * The opinions expressed here are mine and do not necessarily * * reflect the opinions of my company or organization. * *************************************************************** + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!nntp.primenet.com!news.primenet.com!krishna From: Glenn Saunders Newsgroups: rec.games.vectrex Subject: Re: In defense of Dr. Calhoun Date: 28 Jan 1997 12:23:01 -0700 Organization: Primenet (602)416-7000 Lines: 19 Distribution: inet Message-ID: <5cljml$5mr@nnrp1.news.primenet.com> References: <5c8731$mhu@news.csus.edu> <32e7dae5.4385475@NEWS.WCO.NET> <5cdp72$9k3@nnrp1.news.primenet.com> <32eac92f.1709574@NEWS.WCO.NET> <5cj8da$otq@nnrp1.news.primenet.com> X-Posted-By: krishna@206.165.5.107 (krishna) The mortal Mike St. Clair wrote: : So you are saying that nobody who puts older copyrighted material on the : net should be concerned about litigation as long as they are willing to : pull the material if it is contested by the copyright-holder. I'll agree : with that. It's deeper than that. If everyone would simply go back and read my first reply on the matter, you'd understand the origin of my SPECIFIC problem with classic game piracy. The problem is that it undercuts the honest efforts that are out there to preserve the past in a more pleasing form. In the end, everyone loses. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news.uoregon.edu!newsfeed.orst.edu!dogbert.supra.com!v-wins-1-100.supra.com!user From: clay@supra.com (Clay Cowgill) Newsgroups: rec.games.vectrex Subject: Re: (etc) Programming Sources :) Date: Tue, 28 Jan 1997 15:07:32 -0800 Organization: Diamond Multimedia, Communications Division Lines: 33 Message-ID: References: <32E157DF.27FE@awinc.com> <32E2EDF1.4CF1@awinc.com> <32E8E127.7B94@awinc.com> NNTP-Posting-Host: v-wins-1-100.supra.com In article <32E8E127.7B94@awinc.com>, mbrent@awinc.com wrote: > Tursi wrote: > > *SO*, will someone, perhaps the coder of Patriots or Lander, please > > me know what assembler they use, where to get it (or at least a name > > search for), and whether any steps are required after assembly to > > produce a binary (ie: linking?). I have the game I wanna do in mind, > > just have to get to it. ;) > > Well... no replies so far... tsk. > > Oh well. I have an assembler that I think will do the trick. It still > doesn't properly assemble any of the sources I've downloaded, but it > seems a bit more primitive than the assembler used for those. I also > found a program which creates the binary, however poorly. :) > > By the end of this weekend I should know if I can get anything going. :) Never saw the original posting, so I never replied. :-) I use the Motorola "AS9_NEW.EXE" assembler. There is no link step. I got the assembler off the web. Probably from the Motorola Freeware BBS FTP site. If worse comes to worse I can probably dig up the archive somewhere... -Clay Clayton N. Cowgill Engineering Manager _____________________________________________________________________ /\ Diamond Multimedia Systems, Inc. clay@supra.com \/ Communications Division http://www.supra.com/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news.uoregon.edu!newsfeed.orst.edu!dogbert.supra.com!v-wins-1-100.supra.com!user From: clay@supra.com (Clay Cowgill) Newsgroups: rec.games.vectrex Subject: Re: In defense of Dr. Calhoun Date: Tue, 28 Jan 1997 15:28:52 -0800 Organization: Diamond Multimedia, Communications Division Lines: 52 Distribution: inet Message-ID: References: <5c8731$mhu@news.csus.edu> <5cbeoo$5m7@news.monmouth.com> NNTP-Posting-Host: v-wins-1-100.supra.com In article <5cbeoo$5m7@news.monmouth.com>, pcjohn@monmouth.com wrote: > Okay, I said this before and I'll say this again. With or without Smith > Engineering's generous contributions, someone would have eventually > dumped the game images as well as the Exec Rom. There are no Colecovision > freebies however both myself and another independent programmer have figured > out what makes the thing tick and are currently developing games for it. The > same thing would have happened to the Vectrex. Well.... :-) The Colecovision is just a collection of common chips with no real need for BIOS support. (Z80, 9918, 76489, are all common stuff.) There's at least a couple of ColecoVision memory maps and programming texts floating around from *way* back in the 80's... (IMHO, the ColecoVision just isn't particularly interesting to hack on-- no bizarro hardware, and not too many cool tricks to pull off. The Boot ROM isn't any sort of black magic... Just grab the databooks and write to the registers... ;-) The Vectrex with it's weird little scheme of muxing and sample/holds would be decipherable from a hardware standpoint, but the disassembly (and more importantly, commenting) of the EXECROM would be beyond the ability/interest level of most casual hackers. Fred Taft bit off a HUGE amount of work on that one! Bruce's follow-up was also a major task! I think the Vectrex authoring possibilities are just starting to get interesting. I'm starting to get familiar enough with the hardware that I'm finding myself tinkering around with things directly in the memory map instead of through the exec-rom. There's probably some pretty cool tricks left undiscovered in the Vectrex! ;-) If it were not for Smith Engineering's grant of rights I think the information would not be so freely available to such a wide audience. I (for one) probably wouldn't have bothered on programming the Vectrex if it wasn't for the well documented BIOS listings. (Given a bunch of time I could probably hack out enough stuff to make a game on my own, but it's kinda like learning "C" without a book... It's a easier to make a commercial quality game when you know how to use the system... :-) (Look at the Super Nintendo, or Genesis for comparision... A lot of people know how to program them, but not many people share the information. Granted, a lot of this has to do with Nintendo and Sega still being in business and flexing their legal muscle now and then... ;-) Eh, this is off topic already. Back to work. -Clay Clayton N. Cowgill Engineering Manager _____________________________________________________________________ /\ Diamond Multimedia Systems, Inc. clay@supra.com \/ Communications Division http://www.supra.com/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-peer.gsl.net!news.gsl.net!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!news.sprintlink.net!news-peer.sprintlink.net!uunet!in2.uu.net!205.137.48.149!news7.agis.net!agis!newsgod1.agis.net!agis!news14.agis.net!agis!newspeer1.agis.net!agis!excalibur.flash.net!not-for-mail From: jfmunoz@flash.net (Jose Munoz) Newsgroups: rec.games.vectrex Subject: Vectrex With 2 Games FS/T Update Date: 29 Jan 1997 02:43:53 GMT Organization: Flashnet Communications Lines: 24 Distribution: inet Message-ID: <5cmdh9$ie7$1@excalibur.flash.net> NNTP-Posting-Host: iasc3-169.flash.net Mime-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII X-Newsreader: WinVN 0.99.8 (x86 32bit) I have a Vectrex and a good controller for sale or trade. It has built in Minestorm, and two loose carts, Starhawk and Ripoff. I'm lookng to sell my Vectrex to get a larger hard drive. If anyone has upgraded to a large IDE hard drive and has a good used 850 MB or larger Hard drive taking up space I would prefer to do a trade. Best trade, or offer over $100.00 by Sunday 2/2/97 gets it. Current high bids: (Trades are preferred unless cash value exceeds trade value) Trade: 540 HD nico Cash: N/A Bids will be accepted till Sunday 2/2/97 Please E-mail me if you have any questions. Jose F. Munoz jfmunoz@flash.net + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!mr.net!www.nntp.primenet.com!nntp.primenet.com!news.primenet.com!nickb From: nickb@primenet.com (Nick S Bensema) Newsgroups: rec.games.vectrex Subject: Re: (etc) Programming Sources :) Date: 28 Jan 1997 20:06:05 -0700 Organization: Primenet (602)416-7000 Lines: 23 Message-ID: <5cmeqt$ois@nnrp1.news.primenet.com> References: <32E157DF.27FE@awinc.com> <32E2EDF1.4CF1@awinc.com> <32E8E127.7B94@awinc.com> X-Posted-By: nickb@206.165.5.104 (nickb) In article , Clay Cowgill wrote: >In article <32E8E127.7B94@awinc.com>, mbrent@awinc.com wrote: >> >> Oh well. I have an assembler that I think will do the trick. It still >> doesn't properly assemble any of the sources I've downloaded, but it >> seems a bit more primitive than the assembler used for those. I also >> found a program which creates the binary, however poorly. :) >> >> By the end of this weekend I should know if I can get anything going. :) > >Never saw the original posting, so I never replied. :-) > >I use the Motorola "AS9_NEW.EXE" assembler. There is no link step. ^^^ Is that pronounced "asinine", by any chance? -- N i c k B e n s e m a < n i c k b @ p r i m e n e t . c o m > ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 98-KUPD Red Card Holder #710563 WedSpc License #71.0563 + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!feed1.news.erols.com!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!newsfeed.internetmci.com!news.magg.net!news.bridge.net!uunet!in2.uu.net!205.164.220.8!news.monmouth.com!news From: pcjohn@monmouth.com (John Dondzila) Newsgroups: rec.games.vectrex Subject: 3D Imager Hacking Date: Wed, 29 Jan 1997 15:01:34 GMT Organization: Arcade's Are Us Lines: 16 Distribution: inet Message-ID: <5cnoup$kj4@news.monmouth.com> Reply-To: pcjohn@monmouth.com NNTP-Posting-Host: pa-ppp4.monmouth.com X-Newsreader: Forte Free Agent 1.0.82 (I copied this from an older thread since it's not really related) bstanton@wco.com (Bill Stanton) wrote: >I am referring strictly to the Vectrex situation unless where noted. >And why is it unfortunately unique? I think it's a great situation. We >have new games being made, multicarts... Now if only someone could >make a $5 conversion to make a Viewmaster into 3D Imagers! :) Do you think there's any real market for this, say if it could be done for around $30-$40 ? I considered this last year (yes, using a viewmaster!) but never pursued it. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!news.starnet.net!news.starnet.net!news.dra.com!feed1.news.erols.com!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!portc02.blue.aol.com!portc01.blue.aol.com!spamz.news.aol.com!audrey01.news.aol.com!not-for-mail From: waltdg@aol.com (WaltDG) Newsgroups: rec.games.vectrex Subject: Re: (etc) Programming Sources :) Date: 29 Jan 1997 15:48:25 GMT Organization: AOL http://www.aol.com Lines: 14 Distribution: inet Message-ID: <19970129154001.KAA09390@ladder01.news.aol.com> References: <5cmeqt$ois@nnrp1.news.primenet.com> NNTP-Posting-Host: ladder01.news.aol.com X-Admin: news@aol.com >I got the assembler off the web. Probably from the Motorola Freeware BBS >FTP site. >If worse comes to worse I can probably dig up the archive somewhere... >-Clay I found it at: http://www.mcu.motsps.com/freeweb/pub/ibm Too bad I don't assembly... Walt + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!news.starnet.net!news.starnet.net!news.dra.com!news-xfer.netaxs.com!news.bbnplanet.com!cam-news-hub1.bbnplanet.com!news.idt.net!nntp.farm.idt.net!news From: Jason Barrow Newsgroups: rec.games.vectrex Subject: Re: Reproduction overlays. Date: Wed, 29 Jan 1997 13:30:48 -0500 Organization: IDT Lines: 23 Distribution: inet Message-ID: <32EF9758.4B35@mail.idt.net> References: <32E7D310.28C6@X-Net.Net> <5c8uf5$4t4@nnrp1.news.primenet.com> Reply-To: kodai19@mail.idt.net NNTP-Posting-Host: pmdyn7.vivid.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0Gold (Win95; I) Nick S Bensema wrote: > > In article <32E7D310.28C6@X-Net.Net>, Clarke Russell wrote: > >Who would be interested in reproduction overlays? I was talking to a > >friend of mine that owns a printing shop, and he said it's possible. I > >figure I have most of the images, and they could be done pretty well. > >How much would anyone be willing to pay for them. I'm not trying to make > >any money mind you, but I have a feeling that a "small run" of about > >10-15 of them would be kinda pricy. I don't want to bother him with the > >complete estimate before I know what people MIGHT want to pay. > > > >Clarke Russell > > I might pay $5 to $7 for one reasonably generic overlay, but if you can > give ma a unit price of $3 to $4, I'd probably buy quite a few. > > -- > N i c k B e n s e m a < n i c k b @ p r i m e n e t . c o m > > ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ > > 98-KUPD Red Card Holder #710563 WedSpc License #71.0563 I agree with Mr. Bensem. I just got my vec and have no overlays. I would probally try to get them all at $3.00 or so each. Good luck. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news.uoregon.edu!newsfeed.orst.edu!dogbert.supra.com!v-wins-1-100.supra.com!user From: clay@supra.com (Clay Cowgill) Newsgroups: rec.games.vectrex Subject: Re: (etc) Programming Sources :) Date: Wed, 29 Jan 1997 11:53:11 -0800 Organization: Diamond Multimedia, Communications Division Lines: 18 Message-ID: References: <32E157DF.27FE@awinc.com> <32E2EDF1.4CF1@awinc.com> <32E8E127.7B94@awinc.com> <5cmeqt$ois@nnrp1.news.primenet.com> NNTP-Posting-Host: v-wins-1-100.supra.com In article <5cmeqt$ois@nnrp1.news.primenet.com>, nickb@primenet.com (Nick S Bensema) wrote: > >I use the Motorola "AS9_NEW.EXE" assembler. There is no link step. > ^^^ > > Is that pronounced "asinine", by any chance? *snicker* That's pretty good. Quite possible seeing how the designers had a sense of humor. I guess marketing chickened out... (The dropped "SEX" mnemonic was to go with the "ORL" and "ANL" operators...) -Clay Clayton N. Cowgill Engineering Manager _____________________________________________________________________ /\ Diamond Multimedia Systems, Inc. clay@supra.com \/ Communications Division http://www.supra.com/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!enews.sgi.com!ix.netcom.com!worldnet.att.net!newsadm From: "B Hein" Newsgroups: rec.games.vectrex Subject: Re: Reproduction overlays. Date: 29 Jan 1997 20:23:58 GMT Organization: NorthWest Clinical Monitoring & Management Lines: 12 Distribution: inet Message-ID: <01bc0e22$4eaf00a0$4b8493cf@hein.NorthWest> References: <32E7D310.28C6@X-Net.Net> <5c8uf5$4t4@nnrp1.news.primenet.com> <32EF9758.4B35@mail.idt.net> NNTP-Posting-Host: 207.147.132.75 X-Newsreader: Microsoft Internet News 4.70.1160 I haven't followed the entire thread, so forgive me if this has been covered. has anyone tried scanning a overlay, then printing on a transparency w/ a colour printer. Or, making a colour laser copy? -- Vector fan forever + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!news.bbnplanet.com!su-news-hub1.bbnplanet.com!newsxfer3.itd.umich.edu!howland.erols.net!cs.utexas.edu!news.ti.com!news.dseg.ti.com!news From: jfra@msg.ti.com (Jon) Newsgroups: rec.games.vectrex Subject: Re: FS controller Date: Wed, 29 Jan 1997 21:27:08 GMT Organization: jfra@msg.ti.com Lines: 11 Distribution: inet Message-ID: <5cofbb$qgq@sf18.dseg.ti.com> References: <5c7tsa$d3@twain.mo.net> Reply-To: jfra@msg.ti.com NNTP-Posting-Host: cna0106924b.dseg.ti.com X-Newsreader: Forte Free Agent 1.0.82 flint@Walden.mo.net (Kurt Stone) wrote: >1 controller, no top overlay 20.00 >1 controller, 25.00 >shipping is included Contact me at jfra@msg.ti.com I am interested. + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!hunter.premier.net!feed1.news.erols.com!howland.erols.net!cs.utexas.edu!news.ti.com!news.dseg.ti.com!news From: jfra@msg.ti.com (Jon) Newsgroups: rec.games.vectrex Subject: Update on Auction #1 Date: Wed, 29 Jan 1997 21:30:51 GMT Organization: jfra@msg.ti.com Lines: 32 Distribution: inet Message-ID: <5cofi9$qgq@sf18.dseg.ti.com> Reply-To: jfra@msg.ti.com NNTP-Posting-Host: cna0106924b.dseg.ti.com X-Newsreader: Forte Free Agent 1.0.82 ONE VECTREX SYSTEM with the following: GAME CARTRIDGES: * Cosmic Chasm (w/overlay) * Pole Position (w/overlay) * Hyper Chase (w/overlay) * Scramble (w/overlay) * Armor Attack (w/overlay) * Melody Master (without overlay) ADDITIONAL OVERLAYS: * Polar Rescue * Minestorm ADDITIONAL MANUALS: * Art Master * Owner's Manual * "Passport" Manual ?? MISSING COMPONENTS: * Joystick controller * Light Pen (for Melody Master) ____________________________________________________ Currently, the highest bidder is at $100. However, I need at least $180 for consideration. Postage included. You can reach me at Email: jfra@msg.ti.com or jfra@flash.net Thanks, Jon + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news-xfer.netaxs.com!cam-news-hub1.bbnplanet.com!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!news.sprintlink.net!news-peer.sprintlink.net!uunet!in1.uu.net!204.245.3.50!news.primenet.com!nickb From: nickb@primenet.com (Nick S Bensema) Newsgroups: rec.games.vectrex Subject: Re: 3D Imager Hacking Date: 29 Jan 1997 15:26:01 -0700 Organization: Primenet (602)416-7000 Lines: 27 Distribution: inet Message-ID: <5coipp$bqg@nnrp1.news.primenet.com> References: <5cnoup$kj4@news.monmouth.com> X-Posted-By: nickb@206.165.5.111 (nickb) In article <5cnoup$kj4@news.monmouth.com>, John Dondzila wrote: >(I copied this from an older thread since it's not really related) > >bstanton@wco.com (Bill Stanton) wrote: > >>I am referring strictly to the Vectrex situation unless where noted. >>And why is it unfortunately unique? I think it's a great situation. We >>have new games being made, multicarts... Now if only someone could >>make a $5 conversion to make a Viewmaster into 3D Imagers! :) > >Do you think there's any real market for this, say if it could be done >for around $30-$40 ? > >I considered this last year (yes, using a viewmaster!) but never >pursued it. If it could be done for $30-$40, I would buy one. I might even buy two, so I could show people. -- N i c k B e n s e m a < n i c k b @ p r i m e n e t . c o m > ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 98-KUPD Red Card Holder #710563 WedSpc License #71.0563 + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!news.bbnplanet.com!su-news-hub1.bbnplanet.com!newsxfer3.itd.umich.edu!news-chi-8.sprintlink.net!news.xnet.com!typhoon.xnet.com!not-for-mail From: skelly@typhoon.xnet.com (Sean Kelly) Newsgroups: rec.games.vectrex,rec.games.video.classic,rec.games.video.marketplace Subject: THE Auction - phase 4! [update] Date: 30 Jan 1997 04:42:15 GMT Organization: XNet - Chicagoland's Regional ISP (630) 983-6064 Lines: 383 Distribution: inet Message-ID: <5cp8r7$n4m@flood.xnet.com> NNTP-Posting-Host: typhoon.xnet.com X-Newsreader: TIN [UNIX 1.3 950824BETA PL0] Xref: csus.edu rec.games.vectrex:6519 rec.games.video.classic:71529 rec.games.video.marketplace:105548 Sorry....I wasn't able to get updates out yesterday! We're now in the once, twice, sold portion of the auction. Items advance a "stage" every day they are unbid on. -------------------------------------------------------------------------- THE Auction - Phase #4 ---------------------- This is the largest of the four auctions in this series I've run so far and there's a ton of really great stuff here! The regular bidding portion of this auction will end on 1-28-97 at which point all auctioned items will enter a once, twice, sold format. Please be sure to read rule #2 in regards to the once, twice, sold portion of the auction! PLEASE READ THE RULES!!! I never read them either, but my auctions run a little differently than most you may have participated in. The items listed here STILL only scratch the surface of what's to come!!! Atari 2600 Rarities ------------------- Malagai..................................... $115 "Cobra" G1! This one needs a little explaining. Malagai was never released but at some point in time a "tube" of Gauntlet and Malagai chips were dug up. Seeing as how you can't plug chips in to your 2600, these chips had to be put onto circuit boards in order to be of any use to anyone. So even though the game was made by Answer Software, it comes in an Atari casing without any label. The suspicious collector may be leary of this type of a cartridge, for fear of it being a copy of the game. BUT a quick turn of the phillips screw holding this case together will reveal the circuit board on which you will find a chip with the Answer part #AN-1001-00 (which is Malagai) and the Answer copyright notification. Believe me....NOBODY would be able to print on this chip even if they wanted to! I will be happy to include a voucher of authenticity with this cartridge and a picture of the chip itself is available at: http://www.xnet.com/~skelly/images/malchip.jpg Swordquest Waterworld....................... $ 95 "Basic" G1! Not much needs to be said about this extremely rare Atari title. It's a loose cart and in MINT condition. Crazy Climber............................... $ 90 "Buck" G1! One of the most sought-after carts for the 2600! Loose cart in MINT condition! Mogul Maniac................................ $ 46 "Climber" G1! Comes complete with BOX and INSTRUCTIONS...AND... the Joyboard controller! Smurfs Save the Day......................... $ 50 "Nicole" G1! For use with the Coleco's KidVid controller. Loose cart in excellent condition. Also included are ALL THREE cassette audio tapes! The tapes are ORIGINALS and include their respective artwork. Raft Rider.................................. $ 8 "Elevate" G1! One of the rarer US Games title. Loose cart in good condition with original instructions. Up N Down................................... $ 70 "Buck" G1! Not only the rarest of the Sega-released 2600 titles, but also a pretty fun game! Sea Hawk.................................... $ 35 "Frog" G1! Panda cart #108. Loose cart in good condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Scuba Diver................................. $ 35 "Frog" G1! Panda cart #104. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Exocet...................................... $ 45 "Ether" G1! Panda cart #109. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Harbor Escape............................... $ 28 "Frog" G1! Panda cart #???. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Atari 2600 "Strange-ities" -------------------------- The following batch of carts are kind of unusual. Many of them are Taiwanese rip-offs meaning they were originally released by another company and then pirated by a second company and sold under a different name with minorly altered graphics. In some cases they didn't even bother to change the graphics at all. There is almost never any indication of company name anywhere on the label or casing. What I have done is gather up a bunch of these type carts and am listing them here. Since sometimes the titles these companies choose have absolutely NOTHING to do with the game that is contained in the cartridge, I am listing what game these are pirated copies of. Since these can be confusing, I have also scanned all the labels and each one is available on the world wide web so you can take a look at it to make sure whether you have it or not. Farmer Dan.................................. $ 15 "Genie" G1! Copy of : Gopher by US Games PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/farmer.jpg Wustenschlacht.............................. $ 11 "Climber" G1! Copy of : At least "similar" to Sea Hawk by Panda PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/wusten.jpg Great Escape................................ $ 20 "Nicole" G1! Copy of : Lock N Chase by Mattel PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/ges.jpg Ski Hunt.................................... $ 16 "Climber" G1! Copy of : Mogul Maniac by Amiga PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/ski_h.jpg Sea Hawk.................................... $ 27 "Cavern" G1! Copy of : Sea Hawk by Panda PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/sea_h.jpg Laser Volley................................ $ 10 "Winter" G1! Copy of : Flash Gordon PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/laser.jpg G1! Turmoil..................................... $ 13 "Genie" Copy of : Turmoil by 20th Century PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/turmoil.jpg Mein Weg.................................... $ 16 "Eraser" G1! Copy of : Challenge by HES PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/mein.jpg Ocean City Defender......................... $ 10 "Winter" G1! Copy of : Atlantis by Imagic PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/ocean.jpg Sea Monster................................. $ 11 "Climber" G1! Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Open Sesame................................. $ 15 "Frog" G1! Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Mission 3000................................ $ 10 "Clove" G1! Copy of : Nothing - orignal game! PAL/NTSC : PAL Picture : label has no picure. Mr. Postman................................. $ 20 "Frog" G1! Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Fox & Goat.................................. $ 13 "Cobra" G1! Copy of : Not really sure PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/foxg.jpg River Raid I................................ $ 21 "Nicole" G1! Copy of : River Raid by Activision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/rr1.jpg Freeway..................................... $ 13 "Genie" G1! Copy of : Freeway by Activision PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/freeway.jpg Die Springteufel............................ $ 10 "Winter" G1! Copy of : Fast Eddie by 20th Century PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/die_s.jpg Condor Attack............................... $ 25 "Frog" G1! Copy of : Condor Attack by Ultravision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/condor.jpg Robin Hood.................................. $ 20 "Frog" G1! Copy of : Save Our Ship PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/robin.jpg Dschungel Boy............................... $ 10 "Winter" G1! Copy of : Pitfall by Activision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/dschun.jpg Bobby Geht Nach Hause....................... $ 16 "Eraser" G1! Copy of : Bobby is Going Home PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/bobby.jpg ColecoVision ------------ Q*Bert's Qubes.............................. $ 60 "Concept" G1! At the very least, in the "top ten" of hard-to-find ColecoVision carts. Loose cart in very good condition with original instructions. Frogger II.................................. $ 11 "Data" G1! One of the last few Parker Brothers releases for ColecoVision! Loose cart in excellent condition. James Bond 007.............................. $ 35 "Frog" G1! Another very hard to come by CV title. Comes complete with BOX and INSTRUCTIONS! Flipper Slipper............................. $ 32 "Data" G1! SpectraVision rarity for CV. Comes complete with BOX and INSTRUCTIONS! It's Only Rock & Roll....................... $ 40 "Aeriel" G1! Very hard to come by. Comes complete with BOX and INSTRUCTIONS! Miscellaneous ------------- Tetris by Tengen for the NES................ $ 50 "Eraser" G1! Complete in the box and in excellent condition! King of Kings by Wisdom Tree for the NES.... $ 20 "Data" G1! Rare bible-type NES game. Shrinkwrapped! Data Age RECORD............................. $ 30 "Feller" G1! This is a 33rpm music record titled "Up to Now You've Had It Easy". The record itself depicts the five Data Age Atari 2600 titles incorporated into a very graphic layout on the record itself. The record has never been played and is enclosed in it's original packaging!! Atari Video Music Console................... $100 "Eraser" G1! HIGHLY sought-after stereo component made by Atari. These are very hard to come by! Unit is in good condition. STRAIGHT SALE ITEMS ------------------- Everything listed below is for SALE at the price listed on a first-come-first-served basis. Vectrex: 3D IMAGERS!!....................... $350 SOLD! Loose Imagers in excellent condition. 3D Minestorm and its color wheel are included. Vectrex: Web Warp........................... $ 50 This is the European version of Web Wars. This cartridge is brand new in the box. Vectrex: Fortress of Narzod................. $ 15 Loose cart. Vectrex: Star Castle........................ $ 25 Loose cart. Vectrex: Clean Sweep........................ $ 15 Milton Bradley European version. Loose cart. Odyssey 2 Videopac: #55 Neutron Star........ $ 40 SOLD! One of the harder to find Videopacs. The Rules --------- 1) EVERYONE will be ASSINGED an alias. I have a list of aliases typed in and will assign one to every bidder. 2) The "going once, twice, sold" portion of this auction MAY be limited in it's duration to keep this auction from dragging on and on. I have two options that I am considering in this regard. Items that have been going once or twice for an intentionally undisclosed amount of time will take the form of one or the other of the following two types of auctions: a) A sealed bid. Bidders that have PLACED BIDS duing the going once or twice portion of the auction will be asked to place a secret bid. Once all sealed bids are received, the highest bidder will be determined and will win the item. b) A random drawing. Bidders that have PLACED BIDS during the going once or twice portion of the auction will be eligible for the random drawing. The item will be offered in a random drawing to such bidders still interested in the item at the current high bid. c) The standard once, twice, sold format will be followed in general. Items going once will advance to going twice after one day. Items going twice will advance to going twice after one day. Items going twice will be considered SOLD after one day. 3) Do not bid on anything you don't intend to pay for! 4) Minimum bid increments: $ 1 - $10 : $1 $11 - $20 : $2 $21 - $50 : $3 $51 - $150 : $5 $151 & up : $10 5) Payment is expected to be received within two weeks of the auctions' close. Items not paid for within two weeks will possibly be offered to someone else at my discretion. 6) Basically, let's all use some common sense and courtesy... skelly@xnet.com http://www.xnet.com/~skelly/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!news.starnet.net!news.starnet.net!news.dra.com!feed1.news.erols.com!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!newsfeed.internetmci.com!atlas.tcac.com!usenet From: stevec@tcac.com (SteveC) Newsgroups: rec.games.vectrex Subject: Re: There is hope!!! Date: Thu, 30 Jan 1997 14:59:02 GMT Organization: TCA Communications Lines: 8 Message-ID: <5cqd8s$cji@atlas.tcac.com> References: <32EA06E6.1ADC@ic.mankato.mn.us> Reply-To: stevec@tcac.com NNTP-Posting-Host: amar-ara3-a10.tcac.com X-Newsreader: Forte Free Agent 1.0.82 Greg & Heidi Priglmeier-Muehlhausen wrote: Well, today was my lucky day! I >found a Vectrex unit with one controller in mint condition for $10.00! DIE! DIE! DIE! :) + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!feed1.news.erols.com!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!portc02.blue.aol.com!newsjunkie.ans.net!newsfeeds.ans.net!interaccess!usenet From: Other Newsgroups: rec.games.vectrex Subject: Re: NEED VECTREX CONTROLLER Date: Thu, 30 Jan 1997 11:41:55 -0600 Organization: InterAccess, Chicago's best Internet Service Provider Lines: 6 Distribution: inet Message-ID: <32F0DD63.F65@interaccess.com> References: <19970127222701.RAA21905@ladder01.news.aol.com> NNTP-Posting-Host: d238.nnb.interaccess.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 2.02 (Macintosh; I; PPC) Riddley13 wrote: > > If you want to sell please email with a price ... Riddley13@aol.com ditto + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!newshub.csu.net!csulb.edu!hammer.uoregon.edu!hunter.premier.net!feed1.news.erols.com!news.bbnplanet.com!cpk-news-hub1.bbnplanet.com!newsfeed.internetmci.com!news.xnet.com!typhoon.xnet.com!not-for-mail From: skelly@typhoon.xnet.com (Sean Kelly) Newsgroups: rec.games.vectrex,rec.games.video.classic,rec.games.video.marketplace Subject: THE Auction - phase 4! [update] Date: 30 Jan 1997 22:56:28 GMT Organization: XNet - Chicagoland's Regional ISP (630) 983-6064 Lines: 378 Distribution: inet Message-ID: <5cr8us$5cg@flood.xnet.com> NNTP-Posting-Host: typhoon.xnet.com X-Newsreader: TIN [UNIX 1.3 950824BETA PL0] Xref: csus.edu rec.games.vectrex:6522 rec.games.video.classic:71557 rec.games.video.marketplace:105601 [UPDATE] THE Auction - Phase #4 ---------------------- This is the largest of the four auctions in this series I've run so far and there's a ton of really great stuff here! The regular bidding portion of this auction will end on 1-28-97 at which point all auctioned items will enter a once, twice, sold format. Please be sure to read rule #2 in regards to the once, twice, sold portion of the auction! PLEASE READ THE RULES!!! I never read them either, but my auctions run a little differently than most you may have participated in. The items listed here STILL only scratch the surface of what's to come!!! Atari 2600 Rarities ------------------- Malagai..................................... $120 "Nicole" G1! This one needs a little explaining. Malagai was never released but at some point in time a "tube" of Gauntlet and Malagai chips were dug up. Seeing as how you can't plug chips in to your 2600, these chips had to be put onto circuit boards in order to be of any use to anyone. So even though the game was made by Answer Software, it comes in an Atari casing without any label. The suspicious collector may be leary of this type of a cartridge, for fear of it being a copy of the game. BUT a quick turn of the phillips screw holding this case together will reveal the circuit board on which you will find a chip with the Answer part #AN-1001-00 (which is Malagai) and the Answer copyright notification. Believe me....NOBODY would be able to print on this chip even if they wanted to! I will be happy to include a voucher of authenticity with this cartridge and a picture of the chip itself is available at: http://www.xnet.com/~skelly/images/malchip.jpg Swordquest Waterworld....................... $105 "Buck" G1! Not much needs to be said about this extremely rare Atari title. It's a loose cart and in MINT condition. Crazy Climber............................... $100 "Gradient" G1! One of the most sought-after carts for the 2600! Loose cart in MINT condition! Mogul Maniac................................ $ 46 "Climber" G2! Comes complete with BOX and INSTRUCTIONS...AND... the Joyboard controller! Smurfs Save the Day......................... $ 55 "Aeriel" G1! For use with the Coleco's KidVid controller. Loose cart in excellent condition. Also included are ALL THREE cassette audio tapes! The tapes are ORIGINALS and include their respective artwork. Raft Rider.................................. $ 8 "Elevate" G2! One of the rarer US Games title. Loose cart in good condition with original instructions. Up N Down................................... $ 70 "Buck" G2! Not only the rarest of the Sega-released 2600 titles, but also a pretty fun game! Sea Hawk.................................... $ 38 "Aeriel" G1! Panda cart #108. Loose cart in good condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Scuba Diver................................. $ 40 "Nicole" G1! Panda cart #104. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Exocet...................................... $ 50 "Nicole" G1! Panda cart #109. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Harbor Escape............................... $ 30 "Buck" G1! Panda cart #???. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Atari 2600 "Strange-ities" -------------------------- The following batch of carts are kind of unusual. Many of them are Taiwanese rip-offs meaning they were originally released by another company and then pirated by a second company and sold under a different name with minorly altered graphics. In some cases they didn't even bother to change the graphics at all. There is almost never any indication of company name anywhere on the label or casing. What I have done is gather up a bunch of these type carts and am listing them here. Since sometimes the titles these companies choose have absolutely NOTHING to do with the game that is contained in the cartridge, I am listing what game these are pirated copies of. Since these can be confusing, I have also scanned all the labels and each one is available on the world wide web so you can take a look at it to make sure whether you have it or not. Farmer Dan.................................. $ 15 "Genie" G2! Copy of : Gopher by US Games PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/farmer.jpg Wustenschlacht.............................. $ 11 "Climber" G2! Copy of : At least "similar" to Sea Hawk by Panda PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/wusten.jpg Great Escape................................ $ 20 "Nicole" G2! Copy of : Lock N Chase by Mattel PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/ges.jpg Ski Hunt.................................... $ 16 "Climber" G2! Copy of : Mogul Maniac by Amiga PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/ski_h.jpg Sea Hawk.................................... $ 27 "Cavern" G2! Copy of : Sea Hawk by Panda PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/sea_h.jpg Laser Volley................................ $ 10 "Winter" G2! Copy of : Flash Gordon PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/laser.jpg G2! Turmoil..................................... $ 13 "Genie" Copy of : Turmoil by 20th Century PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/turmoil.jpg Mein Weg.................................... $ 16 "Eraser" G2! Copy of : Challenge by HES PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/mein.jpg Ocean City Defender......................... $ 10 "Winter" G2! Copy of : Atlantis by Imagic PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/ocean.jpg Sea Monster................................. $ 11 "Climber" G2! Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Open Sesame................................. $ 15 "Frog" G2! Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Mission 3000................................ $ 10 "Clove" G2! Copy of : Nothing - orignal game! PAL/NTSC : PAL Picture : label has no picure. Mr. Postman................................. $ 23 "Cobra" G1! Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Fox & Goat.................................. $ 15 "Cobra" G1! Copy of : Not really sure PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/foxg.jpg River Raid I................................ $ 21 "Nicole" G2! Copy of : River Raid by Activision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/rr1.jpg Freeway..................................... $ 13 "Genie" G2! Copy of : Freeway by Activision PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/freeway.jpg Die Springteufel............................ $ 10 "Winter" G2! Copy of : Fast Eddie by 20th Century PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/die_s.jpg Condor Attack............................... $ 30 "Nicole" G1! Copy of : Condor Attack by Ultravision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/condor.jpg Robin Hood.................................. $ 23 "Cobra" G1! Copy of : Save Our Ship PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/robin.jpg Dschungel Boy............................... $ 10 "Winter" G2! Copy of : Pitfall by Activision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/dschun.jpg Bobby Geht Nach Hause....................... $ 16 "Eraser" G2! Copy of : Bobby is Going Home PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/bobby.jpg ColecoVision ------------ Q*Bert's Qubes.............................. $ 60 "Concept" G2! At the very least, in the "top ten" of hard-to-find ColecoVision carts. Loose cart in very good condition with original instructions. Frogger II.................................. $ 11 "Data" G2! One of the last few Parker Brothers releases for ColecoVision! Loose cart in excellent condition. James Bond 007.............................. $ 40 "Data" G1! Another very hard to come by CV title. Comes complete with BOX and INSTRUCTIONS! Flipper Slipper............................. $ 32 "Data" G2! SpectraVision rarity for CV. Comes complete with BOX and INSTRUCTIONS! It's Only Rock & Roll....................... $ 40 "Aeriel" G2! Very hard to come by. Comes complete with BOX and INSTRUCTIONS! Miscellaneous ------------- Tetris by Tengen for the NES................ $ 50 "Eraser" G2! Complete in the box and in excellent condition! King of Kings by Wisdom Tree for the NES.... $ 20 "Data" G2! Rare bible-type NES game. Shrinkwrapped! Data Age RECORD............................. $ 30 "Feller" G2! This is a 33rpm music record titled "Up to Now You've Had It Easy". The record itself depicts the five Data Age Atari 2600 titles incorporated into a very graphic layout on the record itself. The record has never been played and is enclosed in it's original packaging!! Atari Video Music Console................... $100 "Eraser" G2! HIGHLY sought-after stereo component made by Atari. These are very hard to come by! Unit is in good condition. STRAIGHT SALE ITEMS ------------------- Everything listed below is for SALE at the price listed on a first-come-first-served basis. Vectrex: 3D IMAGERS!!....................... $350 SOLD! Loose Imagers in excellent condition. 3D Minestorm and its color wheel are included. Vectrex: Web Warp........................... $ 50 This is the European version of Web Wars. This cartridge is brand new in the box. Vectrex: Fortress of Narzod................. $ 15 Loose cart. Vectrex: Star Castle........................ $ 25 Loose cart. Vectrex: Clean Sweep........................ $ 15 Milton Bradley European version. Loose cart. Odyssey 2 Videopac: #55 Neutron Star........ $ 40 SOLD! One of the harder to find Videopacs. The Rules --------- 1) EVERYONE will be ASSINGED an alias. I have a list of aliases typed in and will assign one to every bidder. 2) The "going once, twice, sold" portion of this auction MAY be limited in it's duration to keep this auction from dragging on and on. I have two options that I am considering in this regard. Items that have been going once or twice for an intentionally undisclosed amount of time will take the form of one or the other of the following two types of auctions: a) A sealed bid. Bidders that have PLACED BIDS duing the going once or twice portion of the auction will be asked to place a secret bid. Once all sealed bids are received, the highest bidder will be determined and will win the item. b) A random drawing. Bidders that have PLACED BIDS during the going once or twice portion of the auction will be eligible for the random drawing. The item will be offered in a random drawing to such bidders still interested in the item at the current high bid. c) The standard once, twice, sold format will be followed in general. Items going once will advance to going twice after one day. Items going twice will advance to going twice after one day. Items going twice will be considered SOLD after one day. 3) Do not bid on anything you don't intend to pay for! 4) Minimum bid increments: $ 1 - $10 : $1 $11 - $20 : $2 $21 - $50 : $3 $51 - $150 : $5 $151 & up : $10 5) Payment is expected to be received within two weeks of the auctions' close. Items not paid for within two weeks will possibly be offered to someone else at my discretion. 6) Basically, let's all use some common sense and courtesy... skelly@xnet.com http://www.xnet.com/~skelly/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!nntp.primenet.com!news.primenet.com!nickb From: nickb@primenet.com (Nick S Bensema) Newsgroups: rec.games.vectrex Subject: Boy, I'm pissed. Date: 30 Jan 1997 21:05:08 -0700 Organization: Primenet (602)416-7000 Lines: 30 Message-ID: <5crr1k$6qk@nnrp1.news.primenet.com> X-Posted-By: nickb@206.165.5.102 (nickb) I got my Sean Kelly Multicart today. Not only did it reveal that my joystick was screwy enough so that I lose control whenever I want to go left or right, but it revealed that when trying to draw long lines of text, it gets squished like crazy. and all the blocks on Vectris are way slanted. Surprisingly, though, the "test" doesn't reveal anything _horrible_, though that slight drifting problem is really honking off the real delicate stuff. It's just screwed-up enough to make the system seem cheapish, but not broken enough to warrant the hassle of taking it apart, lest I make things worse. I know there is a definite something wrong with my vectrex, I just want to know how many others have similar problems. Like, what percentage of Vectrexes will do this. Is it widespread enough for game programmers to program considerately for people with screwed Vectrexes? I'm just glad Spike doesn't look completely deformed, and that I have the option of converting a Genesis controller which I happened to pick up at a thrift for about a buck. :=) -- N i c k B e n s e m a < n i c k b @ p r i m e n e t . c o m > ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 98-KUPD Red Card Holder #710563 WedSpc License #71.0563 + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!nntp.primenet.com!news.primenet.com!nickb From: nickb@primenet.com (Nick S Bensema) Newsgroups: rec.games.vectrex Subject: Re: Boy, I'm pissed. Date: 30 Jan 1997 22:09:04 -0700 Organization: Primenet (602)416-7000 Lines: 24 Message-ID: <5crupg$gtr@nnrp1.news.primenet.com> References: <5crr1k$6qk@nnrp1.news.primenet.com> X-Posted-By: nickb@206.165.5.102 (nickb) In article <5crr1k$6qk@nnrp1.news.primenet.com>, Nick S Bensema wrote: >I got my Sean Kelly Multicart today. > >Not only did it reveal that my joystick was screwy enough so that I lose >control whenever I want to go left or right, but it revealed that when >trying to draw long lines of text, it gets squished like crazy. The multicart, however, was excellent. It was MY MACHINE which was screwing up my experience. I'm NOT BLAMING SEAN. I'm sorry if it looked like I was. I was just bitching about my system again.... -- N i c k B e n s e m a < n i c k b @ p r i m e n e t . c o m > ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 98-KUPD Red Card Holder #710563 WedSpc License #71.0563 + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!netnews.nwnet.net!news.microsoft.com!news From: "Robert Di Benedetto" Newsgroups: rec.games.vectrex Subject: Re: There is hope!!! Date: 31 Jan 1997 05:25:01 GMT Organization: Microsoft Corp. Lines: 12 Distribution: inet Message-ID: <01bc0f37$36b0b6e0$8a183c9d@robertdihome> References: <32EA06E6.1ADC@ic.mankato.mn.us> <5cqd8s$cji@atlas.tcac.com> NNTP-Posting-Host: 157.60.24.138 X-Newsreader: Microsoft Internet News 4.70.1160 Are these great finds occurring in thrift stores or flea markets? SteveC wrote in article <5cqd8s$cji@atlas.tcac.com>... > Greg & Heidi Priglmeier-Muehlhausen wrote: > > Well, today was my lucky day! I > >found a Vectrex unit with one controller in mint condition for $10.00! > > > DIE! DIE! DIE! :) > > + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!newsfeed.direct.ca!nntp.portal.ca!news.bctel.net!news From: Tursi Newsgroups: rec.games.vectrex Subject: Re: (etc) Programming Sources :) Date: Thu, 30 Jan 1997 19:09:22 -0800 Organization: BCTEL Advanced Communications Lines: 15 Message-ID: <32F16262.4B97@vip.net> References: <32E157DF.27FE@awinc.com> <32E2EDF1.4CF1@awinc.com> <32E8E127.7B94@awinc.com> Reply-To: mbrent@vip.net NNTP-Posting-Host: pntn02m01-17.bctel.ca Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01Gold (Win95; I) > Never saw the original posting, so I never replied. :-) Ahh.. I don't feel invisible anymore! :) > I use the Motorola "AS9_NEW.EXE" assembler. There is no link step. > I got the assembler off the web. Probably from the Motorola Freeware > FTP site. Hmm.. I had more trouble with AS9_NEW than the older AS9. But... I know what's going on better.. I'll try again. :) I did manage to get some twisting text and a rotating, scaling, brightness adjusting star. :) So I got somewhere. :) + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!news.starnet.net!news.starnet.net!spool.mu.edu!howland.erols.net!news.sprintlink.net!news-peer.sprintlink.net!news.maxwell.syr.edu!news.radio.cz!CESspool!news.apfel.de!fu-berlin.de!cs.tu-berlin.de!uni-erlangen.de!chico.franken.de!usenet From: stenzel@vector.franken.de (Ralph Stenzel) Newsgroups: rec.games.vectrex Subject: Re: There is hope!!! Date: Fri, 31 Jan 1997 15:11:10 GMT Organization: Textwerkstatt Lines: 45 Distribution: inet Message-ID: <32f1bfde.155163@news.franken.de> References: <32EA06E6.1ADC@ic.mankato.mn.us> NNTP-Posting-Host: vector.franken.de Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/16.339 On Sat, 25 Jan 1997 14:13:10 +0100, Greg & Heidi Priglmeier-Muehlhausen wrote: > >For me the excitement of finding the games I want unexpectedly (an >affordable) is the most exciting part of being a collector. I hope that >at least some of you share that enthusiasm... I wish you the best of >luck on your next hunt. > This is it! Walking along the tables at car boot sales, looking, looking, looking, ... and suddenly ... A VECTREX!!! Sadly sitting in the mud, waiting for a hero coming for rescue! Well, I _never_ manage to leave one behind. So my family of Vectrexes grew to 7 (seven) members during the last year. It was quite a lot of work cleaning them both outside and inside... BTW, the price per unit varied from $ 0.00 (naked machine without controller) to $ 15.00 (with 14 carts and manuals). Boy, is it fun to power them up simultaneously! 7 x startup screen, 7 x "Dun Du Duuuuh" (forget about Dolby Surround), 7 x the MineStorm Minelayer laying mines, 7 deep blue screens lighting the room at night. But, alas, not being an octopus with 14 tentacles, I'm not able to play seven MineStorm games at the same time... ;-) Collecting video game items by auctions etc. is quite easy (if you have enough money), but the real thrill is flea market hunting: you never know in advance what you will find. The rarest item I got hold of this way was a SpectraVideo Compumate-Keyboard-Computer for the Atari VCS: It is a prototype sample sent from the manufacturer to the German "Quelle" mail order company, including an offer with prices for dozens, hundreds and thousands of units. This "historically significant" item went in my treasure cupboard for just $ 7. So did a MB Microvision handheld with all 9 carts in boxes for $ 3. Keep in mind that our most-wanted-things are just old junk to others. Happy hunting from me too! Ralph Ralph Stenzel, Germany Programmer, Writer, Electronic Archaeologist eMail: stenzel@vector.franken.de + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!news.starnet.net!news.starnet.net!spool.mu.edu!howland.erols.net!newsxfer3.itd.umich.edu!newsfeed.internetmci.com!news.xnet.com!typhoon.xnet.com!not-for-mail From: skelly@typhoon.xnet.com (Sean Kelly) Newsgroups: rec.games.vectrex,rec.games.video.classic,rec.games.video.marketplace Subject: THE Auction - phase 4! [update] Date: 31 Jan 1997 23:17:53 GMT Organization: XNet - Chicagoland's Regional ISP (630) 983-6064 Lines: 379 Distribution: inet Message-ID: <5ctuj1$j8d@flood.xnet.com> NNTP-Posting-Host: typhoon.xnet.com X-Newsreader: TIN [UNIX 1.3 950824BETA PL0] Xref: csus.edu rec.games.vectrex:6533 rec.games.video.classic:71642 rec.games.video.marketplace:105761 [UPDATE] THE Auction - Phase #4 ---------------------- This is the largest of the four auctions in this series I've run so far and there's a ton of really great stuff here! The regular bidding portion of this auction will end on 1-28-97 at which point all auctioned items will enter a once, twice, sold format. Please be sure to read rule #2 in regards to the once, twice, sold portion of the auction! PLEASE READ THE RULES!!! I never read them either, but my auctions run a little differently than most you may have participated in. The items listed here STILL only scratch the surface of what's to come!!! Atari 2600 Rarities ------------------- Malagai..................................... $120 "Nicole" G2! This one needs a little explaining. Malagai was never released but at some point in time a "tube" of Gauntlet and Malagai chips were dug up. Seeing as how you can't plug chips in to your 2600, these chips had to be put onto circuit boards in order to be of any use to anyone. So even though the game was made by Answer Software, it comes in an Atari casing without any label. The suspicious collector may be leary of this type of a cartridge, for fear of it being a copy of the game. BUT a quick turn of the phillips screw holding this case together will reveal the circuit board on which you will find a chip with the Answer part #AN-1001-00 (which is Malagai) and the Answer copyright notification. Believe me....NOBODY would be able to print on this chip even if they wanted to! I will be happy to include a voucher of authenticity with this cartridge and a picture of the chip itself is available at: http://www.xnet.com/~skelly/images/malchip.jpg Swordquest Waterworld....................... $105 "Buck" G2! Not much needs to be said about this extremely rare Atari title. It's a loose cart and in MINT condition. Crazy Climber............................... $110 "Buck" G1! One of the most sought-after carts for the 2600! Loose cart in MINT condition! Mogul Maniac................................ $ 51 "Grover" G1! Comes complete with BOX and INSTRUCTIONS...AND... the Joyboard controller! Smurfs Save the Day......................... $ 60 "Nicole" G1! For use with the Coleco's KidVid controller. Loose cart in excellent condition. Also included are ALL THREE cassette audio tapes! The tapes are ORIGINALS and include their respective artwork. Raft Rider.................................. $ 9 "Climber" G1! One of the rarer US Games title. Loose cart in good condition with original instructions. Up N Down................................... $ 75 "Clip" G1! Not only the rarest of the Sega-released 2600 titles, but also a pretty fun game! Sea Hawk.................................... $ 38 "Aeriel" G2! Panda cart #108. Loose cart in good condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Scuba Diver................................. $ 40 "Nicole" G2! Panda cart #104. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Exocet...................................... $ 50 "Nicole" G2! Panda cart #109. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Harbor Escape............................... $ 33 "Climber" G1! Panda cart #???. Loose cart in fair condition. Label picture available at: http://www.xnet.com/~skelly/images/panda.jpg Atari 2600 "Strange-ities" -------------------------- The following batch of carts are kind of unusual. Many of them are Taiwanese rip-offs meaning they were originally released by another company and then pirated by a second company and sold under a different name with minorly altered graphics. In some cases they didn't even bother to change the graphics at all. There is almost never any indication of company name anywhere on the label or casing. What I have done is gather up a bunch of these type carts and am listing them here. Since sometimes the titles these companies choose have absolutely NOTHING to do with the game that is contained in the cartridge, I am listing what game these are pirated copies of. Since these can be confusing, I have also scanned all the labels and each one is available on the world wide web so you can take a look at it to make sure whether you have it or not. Farmer Dan.................................. $ 15 "Genie" SOLD!! Copy of : Gopher by US Games PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/farmer.jpg Wustenschlacht.............................. $ 11 "Climber" SOLD!! Copy of : At least "similar" to Sea Hawk by Panda PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/wusten.jpg Great Escape................................ $ 23 "Climber" G1! Copy of : Lock N Chase by Mattel PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/ges.jpg Ski Hunt.................................... $ 16 "Climber" SOLD!! Copy of : Mogul Maniac by Amiga PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/ski_h.jpg Sea Hawk.................................... $ 27 "Cavern" SOLD!! Copy of : Sea Hawk by Panda PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/sea_h.jpg Laser Volley................................ $ 10 "Winter" SOLD!! Copy of : Flash Gordon PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/laser.jpg SOLD!! Turmoil..................................... $ 13 "Genie" Copy of : Turmoil by 20th Century PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/turmoil.jpg Mein Weg.................................... $ 16 "Eraser" SOLD!! Copy of : Challenge by HES PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/mein.jpg Ocean City Defender......................... $ 10 "Winter" SOLD!! Copy of : Atlantis by Imagic PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/ocean.jpg Sea Monster................................. $ 12 "Clove" G1! Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Open Sesame................................. $ 15 "Frog" SOLD!! Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Mission 3000................................ $ 10 "Clove" SOLD!! Copy of : Nothing - orignal game! PAL/NTSC : PAL Picture : label has no picure. Mr. Postman................................. $ 23 "Cobra" G2! Copy of : Nothing - original game! PAL/NTSC : PAL Picture : label has no picture. Fox & Goat.................................. $ 15 "Cobra" G2! Copy of : Not really sure PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/foxg.jpg River Raid I................................ $ 21 "Nicole" SOLD!! Copy of : River Raid by Activision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/rr1.jpg Freeway..................................... $ 13 "Genie" SOLD!! Copy of : Freeway by Activision PAL/NTSC : NTSC Picture : http://www.xnet.com/~skelly/images/freeway.jpg Die Springteufel............................ $ 11 "Clove" G1! Copy of : Fast Eddie by 20th Century PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/die_s.jpg Condor Attack............................... $ 33 "Clove" G1! Copy of : Condor Attack by Ultravision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/condor.jpg Robin Hood.................................. $ 23 "Cobra" G2! Copy of : Save Our Ship PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/robin.jpg Dschungel Boy............................... $ 10 "Winter" SOLD!! Copy of : Pitfall by Activision PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/dschun.jpg Bobby Geht Nach Hause....................... $ 16 "Eraser" SOLD!! Copy of : Bobby is Going Home PAL/NTSC : PAL Picture : http://www.xnet.com/~skelly/images/bobby.jpg ColecoVision ------------ Q*Bert's Qubes.............................. $ 60 "Concept" SOLD!! At the very least, in the "top ten" of hard-to-find ColecoVision carts. Loose cart in very good condition with original instructions. Frogger II.................................. $ 13 "Astro" G1! One of the last few Parker Brothers releases for ColecoVision! Loose cart in excellent condition. James Bond 007.............................. $ 40 "Data" G2! Another very hard to come by CV title. Comes complete with BOX and INSTRUCTIONS! Flipper Slipper............................. $ 35 "Aeriel" G1! SpectraVision rarity for CV. Comes complete with BOX and INSTRUCTIONS! It's Only Rock & Roll....................... $ 40 "Aeriel" SOLD!! Very hard to come by. Comes complete with BOX and INSTRUCTIONS! Miscellaneous ------------- Tetris by Tengen for the NES................ $ 55 "Divide" G1! Complete in the box and in excellent condition! King of Kings by Wisdom Tree for the NES.... $ 23 "Climber" G1! Rare bible-type NES game. Shrinkwrapped! Data Age RECORD............................. $ 33 "Climber" G1! This is a 33rpm music record titled "Up to Now You've Had It Easy". The record itself depicts the five Data Age Atari 2600 titles incorporated into a very graphic layout on the record itself. The record has never been played and is enclosed in it's original packaging!! Atari Video Music Console................... $100 "Eraser" SOLD!! HIGHLY sought-after stereo component made by Atari. These are very hard to come by! Unit is in good condition. STRAIGHT SALE ITEMS ------------------- Everything listed below is for SALE at the price listed on a first-come-first-served basis. Vectrex: 3D IMAGERS!!....................... $350 SOLD! Loose Imagers in excellent condition. 3D Minestorm and its color wheel are included. Vectrex: Web Warp........................... $ 50 This is the European version of Web Wars. This cartridge is brand new in the box. Vectrex: Fortress of Narzod................. $ 15 Loose cart. Vectrex: Star Castle........................ $ 25 Loose cart. Vectrex: Clean Sweep........................ $ 15 Milton Bradley European version. Loose cart. Odyssey 2 Videopac: #55 Neutron Star........ $ 40 SOLD! One of the harder to find Videopacs. The Rules --------- 1) EVERYONE will be ASSINGED an alias. I have a list of aliases typed in and will assign one to every bidder. 2) The "going once, twice, sold" portion of this auction MAY be limited in it's duration to keep this auction from dragging on and on. I have two options that I am considering in this regard. Items that have been going once or twice for an intentionally undisclosed amount of time will take the form of one or the other of the following two types of auctions: a) A sealed bid. Bidders that have PLACED BIDS duing the going once or twice portion of the auction will be asked to place a secret bid. Once all sealed bids are received, the highest bidder will be determined and will win the item. b) A random drawing. Bidders that have PLACED BIDS during the going once or twice portion of the auction will be eligible for the random drawing. The item will be offered in a random drawing to such bidders still interested in the item at the current high bid. c) The standard once, twice, sold format will be followed in general. Items going once will advance to going twice after one day. Items going twice will advance to going twice after one day. Items going twice will be considered SOLD after one day. 3) Do not bid on anything you don't intend to pay for! 4) Minimum bid increments: $ 1 - $10 : $1 $11 - $20 : $2 $21 - $50 : $3 $51 - $150 : $5 $151 & up : $10 5) Payment is expected to be received within two weeks of the auctions' close. Items not paid for within two weeks will possibly be offered to someone else at my discretion. 6) Basically, let's all use some common sense and courtesy... skelly@xnet.com http://www.xnet.com/~skelly/ + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!arclight.uoregon.edu!nntp.primenet.com!news.primenet.com!nickb From: nickb@primenet.com (Nick S Bensema) Newsgroups: rec.games.vectrex Subject: Re: FT/FS: vectrex overlays Date: 31 Jan 1997 16:33:03 -0700 Organization: Primenet (602)416-7000 Lines: 16 Message-ID: <5ctvff$s9p@nnrp1.news.primenet.com> References: <01bc0fb6$21a5a6a0$528163cc@casey> X-Posted-By: nickb@206.165.5.104 (nickb) In article <01bc0fb6$21a5a6a0$528163cc@casey>, Mike Casey wrote: >I have the following Vectrex Overlays that I would like to trade for ones I >don't have yet, or make an offer... > >Armor Attack >Mine Storm >Star Trek Will you trade overlays for carts? -- N i c k B e n s e m a < n i c k b @ p r i m e n e t . c o m > ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 98-KUPD Red Card Holder #710563 WedSpc License #71.0563 + - - - - Next Article - - - - - - - - - - - - - - - - - - - - - - - - + Path: csus.edu!csulb.edu!hammer.uoregon.edu!news.uoregon.edu!xmission!news.wasatch.com!news From: "Mike Casey" Newsgroups: rec.games.vectrex Subject: FT/FS: vectrex overlays Date: 31 Jan 1997 20:39:47 GMT Organization: Wasatch Communications Lines: 9 Message-ID: <01bc0fb6$21a5a6a0$528163cc@casey> NNTP-Posting-Host: port1b.wasatch.com X-Newsreader: Microsoft Internet News 4.70.1155 I have the following Vectrex Overlays that I would like to trade for ones I don't have yet, or make an offer... Armor Attack Mine Storm Star Trek ...Thanks + - - - - End of Archive File - - - - - - - - - - - - - - - - - - - - +