Asteroids Multigame - Asteroids, Asteroids Deluxe, Lunar Lander
Asteroids Multigame Status
Check back here for Asteroid Multigame status updates.
Thanks for hanging in there!
Click notification list to
ask me questions or get on the notification list.
Mar 16, 2016
At this point my very limited arcade time is spent mostly building, testing,
and shipping existing products.
I occasionally build up a few of the asteroids version of the multigame and
sell them to people on my wait list.
Keeping a working bench test fixture with these vector games is also no easy
challenge.
Knock on wood, my asteroids setup has been sufficient for testing kits.
I no longer have my linux development environment where much of the software
work was being done.
I'm in the process of creating a new environment in cygwin along with a new
modified mame environment which will hopefully give me place where I can
finish up the asteroids deluxe version of the kit.
I do not plan any more changes to the asteroids version of the kit and
once I run out of pokey chips I will no longer build that version.
As for an update on known issues and feature enhancements from the previous
update.
-
Lunar Lander brigtness.
LL displays vectors at a higher intensity than does ast or dlx.
Update: FIXED - The rewrite/recompile of the vector roms was a success.
-
Flickering of the SETUP and BOOT screens.
Update: The current version is the best it is going to get. At some
point if you draw too many vectors it will start to flicker slightly. This is
only for SETUP and BOOT screens, does not impact gameplay. No further work planned.
-
DLX asteroids analog sound emulation.
Update: I will continue to look at this once I get a development enviornment up and
running.
Dont get your hopes up, its probably as close as it is going to get.
This is only an issue for the DLX kit when playing asteroids.
-
DLX missing low fuel beep.
Update: I will continue to look at this once I get a development enviornment up and
running.
Will evaluate if better to turn off thrust in that case since soon, or might
make it selectable.
I'm unsure if I can do both sounds at same time with the given hardware.
This is only on the DLX kit, the asteroids kit has access to
the 3khz analog sound.
-
Lunar Lander enhancements.
Update: No further enhancements planned.
-
Test Mode and Diagnostic enhancements.
Update: No further enhancements planned.
-
Other enhancements and features.
Update: No further enhancements planned.
May 07, 2011
Kits continue to trickle out a few at a time.
The asteroids kit is stabalizing, so I'm focusing on the
DLX version of the kit now.
In the next few weeks I hope to get several more DLX kits
out to testers.
A brief list of issues being worked on in no particular order:
-
Lunar Lander brigtness.
LL displays vectors at a higher intensity than does ast or dlx.
To fix requires extensive rewrite of the vector eprom and lots
of testing.
Work in progress but no guarantee it can be reliably fixed.
-
Flickering of the SETUP and BOOT screens.
Just a slight flickering of these screen is can be noticed.
To fix requires shortening the phrases or words,
making the text smaller, and any other things that
can reduce the amount of vectors drawn in one frame.
Design alternatives beeing considered (more sub-menus).
Work in progress but low priority as not a show stopper.
-
DLX asteroids sounds.
The first cut implementation of emulating asteroids sounds on
using the pokey chip has been completed.
The sounds might need some slight tweaking to sound better.
Two minor problems reported so far, sometimes a partial
thump is heard at the beginning of a new wave of rocks versus
a full thump and sometimes the bonus beeps continue to beep
for longer than they should.
This is only an issue for the DLX kit when playing asteroids.
-
DLX missing low fuel beep.
Temporarily the low fuel beep in Lunar Lander has been disabled.
This is due to it sounding like crap when using the pokey in
conjunction with background thrust (pokey noise).
No solution has yet been identified.
This is only on the DLX kit, the asteroids kit has access to
the 3khz analog sound.
-
Lunar Lander enhancements.
I would like to figure out a way to display the current
active mission type during gameplay, however, LL is really
maxed out on how many vectors it can draw in one frame without
causing screen flicker or affecting game play timings.
So I'm looking for suggestions on a simple letter or icon
symbol or something that can show the current selected
mission (Training, Cadet, Prime, Command).
A single letter would work except C is duplicated.
Something that is say no more than 8 vector lines.
Send me your suggestions.
-
Test Mode and Diagnostic enhancements.
Not bugs, but there are still a few diagnostic features I want
to add to the kit at some point.
Two different types of vector display tests are the main
things I'm looking at to help verify more of the vector engine
hardware since LL uses more capabilies in the vector engine
than does ast and dlx.
Low priority.
-
Other enhancements and features.
I get requests for other features, these are on the back burner
right now, but include such requests as:
-
Having attract mode cycle through all 3 games when idle.
-
Allowing a config option to reverse the left/right button
behavior when entering high scores on ast and dlx.
Seems counter intuitive to what people naturally think
which button should rotate the letters up or down.
-
Easter eggs. I have a couple in mind, but keeping them secret,
send me any ideas you might have, they would need to be easy
to code.
-
Various hacks, cheats, etc.
I'm currently not considering these multi-shot hacks or cheats,
but I'm open to suggestions.
-
Probably other requests I'm forgetting to list. Feel free to
suggest ideas.
February 28, 2011
A few kits a week have made it out into the field since the
last update.
I plan to continue to work my way through the notification list.
Since the software is still changing any early release testing
requires access to an eprom programmer so updates can be applied.
Price is still not yet finalized.
I'm trying to procure additional POKEY chips and depending on how
that goes will directly impact the price of the kit.
I may offer a pokey-less kit for those who want to save a little
money and provide their own pokey chip.
Stay tuned for updates.
On the technical side,
I have done some low-level optimizing to lunar lander vector
drawing of the main static fixed text.
This speedup will free
some valuable vector drawing time in LL allowing (I hope) for a
word to be displayed indicating the current mission during
gameplay.
Lunar Lander already draws considerably more vectors
than its Asteroids counter parts and this is one reason
why LL has a slower effective "frame" rate than Asteroids.
This optimization which is totally invisible will allow
extra vectors be drawn without impacting the frame rate.
For those geeks like me who are interested eventually I will
post a tech article about what was done to achieve this.
January 14, 2011
A few early release kits are trickling out the door!
I am slowly updating many of the asteroids multigame webpages
so be aware there may be some out of date or inconsistent
information during this transition period including missing
photos and bad links. Hang in there!
November 15, 2010
First status page update (lengthly)
There are a quite a few things I'm juggling right now
related to the multigame.
Some people keep asking
what is the hold up?
Will it ever be released?
Is it just vaporware?
What about Lunar Lander?
What is the plan?
Is there a plan?
Here is some info in no particular order to get things going.
What is the hold up? excuses excuses
The hold up has been almost entirely personal issues
and lack of motivation.
The technical issues have been small in nature with the
exception of what to do about the external Lunar Lander analog
thrust interface.
I'm still coming back up to speed on where I left off and doing a bunch
of testing and trying to figure out what it the best way moving
forward.
I'm revamping the software to better share and leverage the two
versions of this product such that it is maintainable for the years
to come.
This has caused a bunch of churn in the software files I maintain
and I'm slowly getting that under control.
I also had started on several different diagnostic features
and those have not yet been integrated fully.
I dont want to release this product before the software is totally
ready and then be in a situation where I have to keep providing
updates and bug fixes.
This is further complicated because I share a bunch of
common source code between the Asteroids version and the Deluxe
version and the Deluxe version is staggered behind in software
development.
I need to weigh the risks and benefits of when it is a safe time to
release the Asteroids version.
I also do not want to release this product until I understand
better the "roadmap" of how a possible external Lunar Lander
analog thrust circuit will fit into the product line and if there
may be other add-on products or options.
I'm currently experimenting with several different types of
external Lunar Lander thrust interfaces using the Pokey chip.
And the interfacing is different for the Asteroids kit versus
the Deluxe kit.
This is still work in progress to make sure the current design
can handle some type of optional add-on thrust controller in the future.
The Lunar Lander debate
I know some people will say, I dont care about Lunar Lander,
I wont even play it, I'm not going to hack up my control panel,
I just want an A/AD kit, yada, yada, yada.
While others will say you cant even play Lunar Lander without
an analog thrust controller,
it will suck just using buttons,
the engine rumble sound will never be like the original,
yada, yada, yada.
Or how are you going to add mission lamps?
I wont say I have heard it all, but I have gotten some opinionated
feedback over the last 5 years about it and the opinions are
all over the map.
In one sense it reminds me of a few naysayers when it came to
the space invaders multigame
that downplayed Lunar Rescue.
Again saying they only wanted SI/SID.
After it was released you dont know how many emails I got
saying that Lunar Rescue was one of their favorite
games in the set of eight games.
The opinions remind me of what my old boss used to say.
"Opinions are like butt holes, everybody has one, and they all stink."
I'm trying hard not to take sides on this debate.
I have my own personal opinions and those who have known me for
a while know I do not like multigames that require
control panel changes or that require external reset switches.
I'm a vocal advocate of, for example, P1+P2 start buttons
for switching games/menus, high score save, improved freeplay,
improved diagnostics, and setup/config menus for game settings.
So this is a tough one for me.
Obviously my personal opinions do have some
influence to my products and what products I make.
Of course they do.
I'm trying to stay open minded and flexible
and hopefully and strike a balance with the options for
an external Lunar Lander thrust interface
while at the same time not burdening the people that have no
interest in using it.
Parts, Supplies, Pokey chips
I have all the parts to build about 250 kits including pokeys,
I have had these for years.
I will be able to easily purchase more parts (except pokeys) and can order
more blank PCBS.
So parts should not be a big issue.
I'm anticpating at some point pokey chips may become an issue.
Speaking of
pokey chips, click
here for some pictures taken many
years ago of the first 3 cases Ball Blazer carts I bought to
remove pokeys from.
I made the mistake of having 500 blank pcbs produced for
the vector daughter card for the Asteroids kit before
I had finished designing the Deluxe kit.
When I did the Deluxe kit I realized I could use a common
vector daughter card for BOTH kits and and at the same time
remove one of the wires that needed to be attached to the board.
So at that point I made the hard decision to throw out the
500 blank asteroid vector pcbs and ordered 500 of the new
common board that works for both.
I bring this up only to emphasize my point that I'm trying to
make sure I really understand the roadmap of these products
before I invest in any more parts or PCBs.
Asteroids kits vs. Asteriods Deluxe kits
The Asteroids and Deluxe kits vary in some areas.
The Asteroids version of the kit requires that two wires be soldered
(attached) to the asteroids board.
So the installation is a little more complex than my other products.
The Deluxe version of this kit is plug-n-play just like my other
products.
The Asteroids kit contains an on kit Pokey chip, the Deluxe version
uses the Pokey on the Deluxe boardset and that chip is left
unpopulated on the Deluxe kit which should allow the price
of the Deluxe kit to be sightly less than the Asteroids kit.
The Asteroids board has analog sound circuits on it to generate
game sounds such as saucer, thrust, shots, explode, bonus, etc.
The Deluxe board has a couple of analog sound circuits
and instead uses a Pokey chip to generate most of the sounds.
This works well for the Asteroids version of the kit, as that kit
adds the pokey and the multigame then has the ability to use
all of the Asteroids analog sounds and in addition use the
on kit Pokey for the Deluxe sounds and the end result is
an exact match for sounds between Asteroids and Deluxe.
The Deluxe version of the kit is not as lucky.
For The Deluxe version the "missing" analog Asteroid sounds
are produced by the new software to interface to the Pokey.
So these sounds are not exact matches.
I attempted to map the sounds as best as possible given
the limitations of the Pokey chip.
I also chose not to just copy the Deluxe sounds to Asteroids.
For example, the Asteroids native analog saucer sound is a
different sounding than the Deluxe Pokey generated saucer sound.
Instead of just copying the Deluxe Pokey sound to Asteroids,
I altered the sound to give it a pitch more like the original
analog asteroids circuit generated.
Again, this is not an exact match and because of Pokey limitations
you will never be able to achieve a high quality sound like
an analog circuit can generate.
What is the high level plan?
- Release the Asteroids version of the multigame using the
current hardware from 2005.
- The initial release would be ONLY for Asteroids boards.
- Lunar Lander thrust via buttons only (see below).
- The version of the kit that works on Deluxe boards would follow
at a later date.
This hardware has the ability to support some type of analog
thrust controller for Lunar Lander in the future, but no interface
product has been produced and may never be.
One of my beta testers successfully made a prototype circuit board
that interfaced his Lunar Lander thruster to the kit.
This prototype has not been productized, but did prove it is possible
with this level of hardware.
So think of this initial release of hardware as "capable"
of interfacing to some type of analog thrust controller, but do not
assume that anybody will ever make a product to interface to it.
Send me an email using the link at the bottom to get on
the notification list or to ask questions about the multigame.
By using the subject title in the link will help me
auto-sort these requests. Thanks.
Be sure to include the following information:
- What type of boardset you have? (Asteroids, Asteroids Deluxe)
- Cabinet orientation? (upright, cabaret, cocktail)
- Do you plan on ever interfacing some type of analog thrust controller
for Lunar Lander?
- Any special modifications on your board? (speed up, input swap, ...)
- [Asteroids owners only] Do you currently own the Asteroids High Score Save kit?
Use this link
email me: arcade@brasington.org subject: ADL Asteroids Multigame