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  1. Mu0n

    Macintosh SE Restoration

    It will, that's about the only game I tested back when I used to live in an appt. with a spare room I didn't know what else to do with.
  2. each full screen image of the apps is about 22 kb of space but I don't see that program even reaching close to the full 400 kb disk if it was written in assembly (which, let's face it, in 1983 when it was probably developped, it was) or even a lean & mean THINK C project (which was, of course, absolutely not possible back then).
  3. Well, those links didn't help me directly, but they most certainly helped me indirectly! I tried a few archives from your linked website from Ingemar and the code is exclusively for Pascal. I don't really fancy porting code from it to C, seems like it's too much work, but it may come handy in very small critical chunks (I'm not brushing it off altogether). The other unfortunate aspect of his library, even the oldest linked there (2.5.0) targets color macs (I did find THINK Pascal v4.0 in another instance of Basilisk on my laptop but his stuff requires 256-color mode). Searching for his name did land me back to "Tricks of the Game Programming Gurus" for which he's a contributor. I've come across that book in the past. Thanks to http://vintageapple.org, I can get it very easily. Chapter 0 talks about old b&w animation techniques before going to the "important stuff" (non-important for me) and it's generic enough that I can reproduce it in C. I just need to condense my old routines, buff them up with masks and VBL and I'll get buttery smooth animations over backgrounds.
  4. I made a few dozen example programs as learned the Mac Toolbox in C (with THINK C) back in 2004-2005. I managed to delve in the wonderful world of the Sound Driver, windows mangement, event management, offscreen blitting, VBL timers, etc. None of it was unified into a real game, but I'm trying to get back to it. Meanwhile, across my hundreds of hours of searches online back in that time, I dug deep into tons of web-accessible FTP servers which had nuggets of example code files, borrowed olden programming books with CDs filled with source code, perused the old retromac68k hotline server which had MOUNTAINS of software and the occasional code ressources. I have a sample THINK Pascal project folder sitting on my Powerbook 180 which is called SmoothMove. It just moves a sprite across a background very smoothly, doesn't destroy it and seems synced to the retrace timer because as advertised, there's no flicker. Sadly, it seems it's using libraries that didn't come from whatever source I dug it from. I also don't have THINK Pascal installed and the source file is pretty simple. It calls some external libraries (SATToolbox) but of course, I find no trace of it in my files. All I have to show for it is a least a working executable. If anyone wants to share a skeleton game engine in C that can compile easily with THINK C, I'd be very grateful. I made some practical library files that sets up the screen by removing the menu bar, creates a grafPort in 512x342 size and can even work in bigger screens by creating it centered instead, with a patterned border around it iirc. I have a bunch of sprite functions that handle all the loading from resource files, or from a custom made .spr8 file type I made which allows for multiple frames of graphics that can loop around. I can't find the software I wrote to make these files, but I should dig around my real dev environment inside Basilisk II on my PC.
  5. I found a combo that worked. It involved: -digging up some old 2006 dvd backups of retromac68k -testing out System 4.2, 6.0.3, 6.0.5 and 5.5 from there -Booting with 5.5. in the external drive, swapping furiously between that and Archon (my internal disk drive on my SE is shot and can damage disks now - I have to service it) -All the sounds weren't present but it was still playable and I could mess with the joystick settings in the Finder. Turns out having System 4.2 is not sufficient, you gotta have the right Finder version in order to use that control panel device. I got it right with that backup of 5.5.
  6. I acquired an EEPROM burner and have lots of chips to spare. They also have a higher capacity than is needed for the HI and LO Mac Plus ROMs. Is there a known homebrew ROM content files out there on the net that add functionality for the Mac Plus (say, a tiny boot disk, or something pre-loaded in memory that could somehow survive the boot sequence of an arbitrary System boot?)
  7. I want to use my Gravis MouseStick drivers on a SE to play Archon. Archon: according to Mac Garden, it's stable under System 1.0 to 4.2. My tests are not extensive here, but under 6.0.8 on my SE, you can have no sound effects to not having clicking funtionality (though the mouse cursor moves) MouseStick, hardware: requires an ADB port so the Mac SE is absolutely the barest minimal mac on which to do this (allows deep dips into the earlier System versions). Even without the drivers, the joystick acts as a mouse, but under "self-centering" settings, which isn't ideal for some games (including Archon) MouseStick, drivers: the documentation says you need at least Sysyem 6.0.4 (which I haven't tried) to System 6.0.8 (which I've tried but it makes Archon glitchy) and System 7.0+ (fuggedaboutit for Archon). You can set a non-default configuration for the joystick as the OS loads, but you need the cdev present in the System folder for it to work. My question : are cdevs only working with 6.0.4 and up only? Or could you use them with like 6.0 or 5.0? There might be an out-of-spec combo out there which lets me use all these 3 things together.
  8. Mu0n

    Proper Mac Plus ROM split HI/LO

    Also, according to this : pin 5 is the one at -12 V (one space to the right of the 5V according to your picture) http://myoldmac.net/FAQ/MacintoshPlus-Pinouts.php
  9. Mu0n

    Proper Mac Plus ROM split HI/LO

    Yeah, I did check them at the start of the summer when I used to only get a straight sad mac, and they were normal then. I checked them again and I'm getting 11.97V and 5.06V at the very start. The boot sequence was much shorter this time.
  10. Mu0n

    Proper Mac Plus ROM split HI/LO

    I *have* recapped the analog board in June. The pattern + long delay appeared after the logical board recap which I did after.
  11. Mu0n

    Proper Mac Plus ROM split HI/LO

    Welp, I couldn't wait so I tried swapping them. First 15 seconds: garbled stripes pattern (I'm getting this with my less fussy Mac Plus as well post-recap job. I'm not sure what causes this in either machine) Then a Beep and grayscale screen for another 15 seconds (this is an improvement! When I started this summer, the bad ROM chips this Mac had gave me a sad mac) Then the insert disc icon! It boots archon! I made my 2 year old daughter listen to the wicked intro tune. WOO, finally a win after so many dead-ends on several projects this summer!
  12. Mu0n

    Proper Mac Plus ROM split HI/LO

    @dochilli here are the files. I named them "allegedlyLO" and "allegedlyHI" allegedlyHI.BIN allegedlyLO.BIN
  13. Mu0n

    Proper Mac Plus ROM split HI/LO

    Thanks! I just used the software's way of doing things (and I can see how people's expectation of where the HI and LO are different), but I'll do that when I get back home.
  14. Trying to get back my 2nd Mac Plus up and running again, I've received an EEPROM programmer and I'm prepping some Winbound W27C512 ICs. Have I done the split right? Every other byte are split like so: LO: HI: