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Clint Thompson

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Clint Thompson last won the day on June 28 2018

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    Atari | Virtual Reality | Tesla | Gaming Computers | Design | Pizza

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  1. Just curious but what happened to the Atari.IO site or is it just down temporarily? Doesn't even look like it resolves but the forums are here so...
  2. This was a late birthday gift... maybe by about 37 years but still, glad to finally have one to actually use Love the Atari branded ink cartridge that somehow still works.
  3. Ha, love the Elvira pic! I've never seen that one before. That DataSouth girl is having a serious problem with paper lol.... also love the Love Me Tandy ad!
  4. I would have never imagined self-driving cars being a possibility while growing up, yet here we are. Living in a world where cars are almost fully autonomous and capable of safely driving across the country with little to no intervention or guidance. Just like the self-driving car, I never imagined the day computers being able to create video games would become a reality and so far, that doesn't seem to be a thing that will actually happen, though I suppose it's possible to a lesser degree for really simplistic games. The side of AI I've seen explode recently has been the artistic side and intelligent interaction side. Two both key components in creating rare and unique, one of a kind experiences unlike ever before. Imagine owning the same game every other person owns, and while the gameplay will share common characteristics all the other players will experience at the core of its gameplay, we will one day be playing games where each experience is just as unique as our own worlds and so individual that no two game play experiences will ever be the same, unless directed to be so. That part or idea of future gaming fascinates me. I'm not sure if it's talked about or if there are plans for it to happen currently but it's inevitable with the rapid growth of AI we've seen in the past few years. Did anyone else here get excited only to be let down by CyberPunk 2077? I'm not sure what I was hoping for or expecting but it fell short of anything I had imagined. Maybe it was more to do with the promises made by the development team, the massive amount of people who were working on the project (over 500 employees!) or the duration of game development that had taken place. Either way, all of that added up to a far higher expectation than delivered. If you interact with some of the NPCs in the game, you'll mostly only ever get a single response that is generally generic overall by default. If you approach to talk to them again, they just hmmph or nod you off. Completely breaks the experience and expectation of having more random conversation even with people who aren't key elements of the game. Again, I think it in part was because they were promising to go beyond the sky and I was expecting truly other worlds as a result. So what could AI gaming be like in a few years? (I imagine as soon as 3-5 years from now, we'll start seeing these things implemented) and if not, I'll consider it a complete and sad waste of time and investment on the AI side of things. Character generation unlike anything we've seen before is one of the biggest things I'm expecting to see, each with their own unique personality that can be re-generated to a specific set of guidelines each time you start a new game. While there could be some similarities between two in-game NPCs, just like you have with people in real-life both having blonde hair or wearing similar clothes, the characteristics all-around will be completely different. Different names, faces, body features, personalities, likes, dislikes, and intellect while interacting with them, all completely different. AI will be able to generate hundreds of new game characters on the fly that can almost always be guaranteed to be different from one another. From looks to AI personality, there can be thousands of differentiating factors that can help create a new game world each time you play and thus, make the game truly different in so many ways never before imagined. You'll be buying a game you'll be able to play 100 times and each time will be truly different, and this is only one single regard to NPC characters alone that we're talking about at first. The next biggest AI factor I see coming into gameplay is the actual interaction element of these newly created characters, each time you load up a new game. Not just your typical press a button for interaction at someone at a CyberPunk bar but one where it actually takes your voice input and interacts intelligently based on what you're saying. Someone someday soon is going to take what they've done with Replika for example and fully implement it into a game where you can have conversations with thousands of NPCs and each experience will be just as different as their AI generated characters at the beginning of each newly created game at that time. It'll probably prove to be one of the most interesting aspects for gaming outside of the realistic visual graphics we've become accustom to with the evolution to follow being deeper interaction and unique experiences for individuals that the computer will create for you on the fly. I would say the third element to AI in gaming would to actually be graphically generating the words entirely on their own. So while the computer will not necessarily be able to create new games out of thin air, it would be able to create different cities, vehicles, and other major aspects that would in-turn make every single game release a different experience beyond our wildest imaginations. All thanks to the wonder that is AI that is booming at a rapid pace. If you're not already aware and are curious as to the technologies I'm speaking about that currently exist mostly in very early stages, just look up Replika and DALLE, both probably the biggest factors in usable AI for games moving forward. DALLE2 is currently out there being tested by users now and is amazing for a 2nd generation AI project. Given a few more rounds, it'll be completely unreal with what can or will be capable between both visual generation and personable interaction. Try these out for example: https://app.wombo.art/ https://www.craiyon.com/ Would love to hear the thoughts of others regarding how this technology will change the future of gaming for the better, or worse...
  5. It really depends on what you're doing but I tend to use 22Khz for everything I do as it's a good balance of quality and not too high on the bandwidth or space side As far as an example, I use the ZeroPlayer module (which I do believe is default when you create a new project anyways) In the BASIC file (before the DO loop), I would put something like: zeroPlay(2, strptr(NIGHT), strptr(NIGHT_end), (46168/22080), Zero_Audio_8bit_muLaw|Zero_Audio_8bit_muLaw) with the NIGHT being the file that links to the sound you're playing in assets... so in the ASSETS file, I have it setup like this: ABS,NIGHT,sfx_mlaw22050,ASSETS\Music\night.mp3 So that plays the file from RAM and is only like 5 seconds long... just sounds of crickets outside and night ambience To set it up in a usable way for you to jump right in, say you want to have that sound play only when you press B, this is the BASIC code: DO pad1 = jsfGetPadPressed(LEFT_PAD) IF pad1 BAND JAGPAD_B then zeroPlay(2, strptr(NIGHT), strptr(NIGHT_end), (46168/22050), Zero_Audio_8bit_muLaw|Zero_Audio_Looping) ENDIF VSYNC LOOP So that would play the MP3 you have set up and loop the sound. If you want it to only play once, you can just remove the audio_looping portion on the end so that it plays a single time: zeroPlay(2, strptr(NIGHT), strptr(NIGHT_end), (46168/22050), Zero_Audio_8bit_muLaw)
  6. JagStudio / ZeroSquare simply converts your mp3 snippets on the fly so that they’re playable on the Jag. Of course you run into size limitations due to space but still useful for shorter 22khz clips for example.
  7. It is different indeed. It’s BCX Basic at the core and then uses the Raptor API for your graphics side and your choice of sound modules to play sound (zero is best for mp3 or wav files for example) and (u235 is best for MODs) Best to check out the examples and quick getting started guide, all that’s included or available to view online through the site. For example, if you want to playback an mp3 sample you simply use an audio program to record and edit your sounds through Audacity, export to desired frequency as mp3 and in your basic file you’ll just place a single line like: zeroPlaySample(channel,start_address, len, frequency, params) - it sounds like a lot but you can use use a built in example to poke around through to copy from and test things out. and make sure the file points to where you placed it in the assets text file.
  8. Just in case any of you aren’t already aware, JagStudio (a package that you can code in basic, assembly or even C) exists for the PC to create games for the Jaguar. It is derived from Rb+ (raptor basic plus) and adapted / updated with newer features and ongoing support. If you’ve ever punched in a program on your TRS-80, Commodore, Atari or any other BASIC machine, it’s sort of like that only far more powerful. When it first released, it was BASIC only, but BASIC on steroids and unlike any other basic I’ve used before. There’s also a little bit more of a learning curve to it as a result (if you’ve ever created a website, it’s sort of like that) but being someone who could never wrap his head around assembly with minimal C exposure, BASIC is home. If you’ve used BASIC before, you also very clearly remember the limitations it came with. But surprisingly, not with this package. I highly recommend anyone who has tinkered with programming in the past and looking to mess around with it again to give JagStudio a proper chance to create something on the Jaguar, just for fun or a learning exercise even: https://reboot-games.com/jagstudio/ In the near future, there will be full SD support to access and utilize a ton of storage from the GameDrive so you’ll have a seemingly endless amount of space for your creations! From time to time, I tend to deviate from one of my already started long laundry list of projects and in a single night, created a fully functional foundation for a graphic text adventure game where you can move, interact, hear the sounds, read the text and more with some animations. In reality, I spent about 3 1/2 hours on the programming side and about 3 hours on other asset stuff so just under 7 hours and this is running: A graphic based text adventure along the lines of what Sierra Games did with their 80s/90s styled text games? I didn’t think it would be a good idea at first but others have continued to push the idea so I gave it a shot and much to my surprise, can see it working out ok as long as you’re not expecting 20 different actionable items to choose from. Keeping it simple and streamlined should allow it to work while still being an entertaining experience. Go on! Bring out your inner child and re-live the BASIC dream days to finally create something you’ve always wanted to on the open Atari Jaguar platform! It’s kind of unreal this kind of support is even available in 2022 really but hobbyists to an extreme make it possible.
  9. That’s a lot of 4s! Hope you like far fetched stories and pictures with a lot of time bending wind 😉 This is a little premature in my posting as I’m still unpacking other pieces but I’m very excited to finally own an Atari STe setup and wanted to share! Atari’s brochures depicted a lust worthy dream machine as a kid who couldn’t afford one in the 90s. That and multiple Toad Computer catalogs would further fuel said desires only never to be fulfilled until recently. So what’s the first thing a poor kid from the 90s with access to a time traveling DeLorean in the future do? He goes back to Atari of course! (trip 1) Has the cleanest 1991 board I’ve ever seen (I’ll have to get back in and take pictures sometime), having sit tucked away in Atari’s warehouse untouched. I also accidentally stumbled across a PC4 in their test department, that I’ve made my primary retro dos gaming machine. I say accidentally because I wasn’t actively searching for one or at all. It appears to have been used to test licensed ST game ports against their PC counterparts up until about 1991. (More on this later) While it only has a 286 @ 16mhz with 1MB SIPP RAM, it does include onboard VGA graphics and now a Sound Blaster card, making it a very fun little DOS machine with talking capabilities to boot! It also runs Windows 3.0, making for a really cool machine to toy with. Long Live Atari! I had no intent on picking up so many Atari machines (especially in such a short period of time or at all really) but someone at Atari also had a like new STacy4 to use with the Hotz setup for my music stuff that I couldn’t say no to, despite originally not really having any interest or desire in it. First time I’ve ever seen or used a STacy in my entire life and turns out is much better than I was expecting. Probably the best Atari keyboard to type on as well, which comes as a surprise knowing how not so great the ST and Falcon keyboards can be feeling kind of mushy. The screen is equally surprising but being unused, could explain why. Wanted an STBook but got a STacy. Wanted a Falcon but got an STe. Wanted an ABC II 386DX but got a 286 PC4. And I’m not at all complaining! Quite the opposite actually, as it all seems rather surreal. Someone offered a Falcon to trade for the STacy but at this point, I can’t let it go. It’s too cool. Plus I still have a little plutonium left.. so, you never know… As with all my travels it seems, some bad tends to come with the good, as a few items were completely destroyed during their transit (indirectly so), never actually making it back. While arguably less important, knowing that any Atari machine or software is vaporized during transit really bothers me. Decided to grab a new portfolio to go with the PC4 (thought it would be fun to link and use to show at the local vintage computer meets) and a few choice ST games but it wasn’t meant to be and are forever gone, lost in the transit of time. It could have been worse is what I keep telling myself, that with the risks involved transporting any of this stuff such a long distance but glad to say most everything else is here now safe and sound, being put to good use in 2022.
  10. "Atari Future Home Thermostat" - Atari Consumer Electronics Division 1983 Conceptualized around the same time the Atari XL line was released, Atari had considered offering a line of matching (what we would now call) futuristic smart home devices, starting with this high-end digital thermostat. You can imagine the sleek metal buttons running down the middle with simplicity in mind. Giving you 3 main functions of access, increase cooling, increase heating and A in the middle for Automatic. The center square above housed an LCD-like screen, similar to those found in Casio watches at the time only much larger and included backlit illumination. The top red LED to the left would display when the unit was operational and would be housed in a plastic casing with the design lines borrowed from the original Atari 2600, having a bit of blue color flare on the top fascia. The primary computerized part would be housed in a separate box and installed behind the wall or concealed in a closet-like location, with the control interface shown merely being the way to access and control it all. Atari had more in mind however. The grill lines would reveal a small speaker and mic setup with a two-way communication function built-in for answering guests at the front door while holding down the transparent red button on the bottom of the unit. Atari was trying to think of it all! Evolved models could have been able to accept a CCTV camera that would automatically switch to viewing mode while using the communications feature to speak to guests at your front door. The small circular IR spot on the bottom right suggests that it could be used with an IR wristwatch and would have given the technology embracing futuristic homeowner of the 80s a way to control the thermostat from across the room like many of us take for granted today with smartphones and WiFi, seemingly a luxury only the rich could afford then but made for the masses. As with many great ideas shelved due to the video game crash of the 80s, this would prove to be another far fetched causality never to see the light of day.
  11. I'll have to give this a go but I'm not so sure I can out do the Mockduck's crazy score!
  12. "Atari Transparent LCD Arcades" - Atari Arcade Division 1987 Concept sketch idea only, reflects emerging LCD technologies in the marketplace at the time. Due to the high cost of color LCDs in the 80s, this custom transparent LCD Arcade was proposed for luxury resorts only (casinos, cruise boats, high-end hotels). The idea was to allow the player to play a game on one side while allowing on-lookers to see the action from the other side passing by! The kind of futuristic Atari Arcade that you would only expect to see in something like Blade Runner. Would also include the cool cabinet art on the backside with illuminated top marquee and some funky design lines only found in the 80s!
  13. "Disclaimer: This thread is purely a work of fiction created just for fun. All works of art, pictures, stories or concept drawings within are not real and any resemblance to possible Atari concepts of the past, present, future or otherwise are completely coincidental." 😉 <-- obligatory wink face I love experimenting with new technologies, love Atari, love time travel and have always loved the concept product sketches you would find on the Atari Museum website. Stuff that would mostly never see the light of day but was at some point, conceived as an idea within Atari to consider. With that said, I’ll post one every so often from my recent travels back to the various Atari office buildings and warehouses from the early 80's through the 90s. I'll continue to share based on interest or just how much plutonium is left for the DeLorean, as time permits. 😄 Hopefully it all proves to be fun and entertaining. So here they are, some of my “imagination gone wild” takes on product concepts that could have actually been considered within Atari at some point in time. First product concept sketch pulled from the archives (scanned in for your viewing pleasure): "Atari Walk'n'Talky" - Atari Consumer Electronics Division 1983 - Product sketch number 79a83x Someone at Atari around 1982 or 83 thought it would be a good idea to update one of the most popular electronic educational tech toys of the late 70s! Featuring a book-like design that would allow it to snugly sit in-place on any bookshelf with a slight overhang, as well as a handle to lug it around, Atari's modern twist on their very own Speak and Spell clone would be coined "Walk'n'Talky". Atari would bring futuristic flare with a sleeker design, dual LCD displays (one at bottom for the Speak & Spell functions) and one near the top that would allow for touch screen text to be entered with a speaker voice box just above that. It would also sport a big red power button prominently placed just to the right. It is believed to have required 6-C batteries for an operating time of close to 8 hours if used in read-back only mode or non-interactive mode. Other unconfirmed rumors indicated there to be a cartridge port, standard Atari joystick port and headphone jack that would turn the device into an electronic digital book reader of the 80s! It could also display animated graphics while emitting arcade quality digital music and sounds. Most importantly, it could read back dozens of digitized books on cartridge for children to enjoy using the synthetic voice capabilities of the then popular Pokey sound chip. Pokey was already used in several Atari computers and their upcoming cartridges for use with the Atari 7800 game console. The increased chip production as a result would have allowed Atari a leading edge in pricing them even lower. The joystick port lends the idea that you would have also been able to play simple games on one of the LCD screens, though to what extent is unknown. One of the proposed add-on accessories included a comm device (thereby actually turning it into a walkie talkie to play with friends) though that would have been an expensive walkie talkie! Sadly, with the gaming crash of 1983 and the Tramiels buyout of Atari in 1984, this would force the concept to be permanently shelved, never to see the light of day again. Forgive the image quality, it was around 2AM when I found this paperwork and was really dark in the warehouse. Having to rush due to security, this was the best one I got out of a few shots taken: Appears to read: Internal Atari Memo "David, After researching the component list for the Walky Talky project, I'm uncertain? we'll be able to reach an agreement for the chips needed from Texas Instruments. As you know, our options for this are limited. Have you spoke with Alan in engineering to see if some of the old stock chips from earlier arcade machines could be used? It may be worth considering. Despite his initial interest, I should also note that Ray does not seem to be on board with this idea at the moment? point in time? It may prove to be a hard push without actual working prototypes in hand. Regards, Jason S." Personally, I think it would have been really cool to see and as a kid of the 80s, feel like this would have been really futuristic feeling. Would have helped quench some of that technological thirst I desired but wouldn't have access to until the 90s! What do you think of a Speak and Spell inspired device from Atari in the early 80s? Could you imagine sitting in the back seat of your parents car on a vacation trip, playing games or listening to dozens of digitized text-to-speech books being read with the Pokey sound chip, while also including bizarre music notes and sound effects throughout the book to make it even more fun?
  14. @CrossBow Want to say I had checked but since the price was almost double, I didn't mind waiting.
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