French Touch writes:
The 4play card is an interface for simultaneously connecting 4 digital (Atari style) joysticks to the Apple II for multi-player gaming and possibly other creative applications. The 4soniq appears to be a 4 channel stereo card.
This is a developing story. More information is forthcoming.
Brisbane, Australia, 29 April, 2016 – Alex Lukacz, well known in Apple ][ circles for his hardware hacking projects, today announced the debut of 4play, a digital joystick interface card for the Apple ][ line of computers. With the 4play card, Apple ][ gamers have a modern solution to connect up to four digital joysticks to an Apple ][.
The 4play supports the original Atari Joystick (and some derivatives of that standard). It is also possible to retrofit 4play support to keyboard-controlled Apple ][ games by redirecting keyboard control calls to the appropriate 4play memory addresses.
The 4play was designed in collaboration with Jesse Blue, of Apple IIgs development powerhouse Ninjaforce. Jesse was instrumental in helping Alex to refine the design and features of the card.
In conjunction with the 4play’s release, Ninjaforce jointly announces a 4play compatible version of its popular Bomberman clone KABOOM! The newly released v1.02 of KABOOM! supports the use of up to four digital joysticks in conjunction with the 4play. Other changes include the ability to control game menus via a connected joystick.
The 4play was announced during the 29 April 2016 WOzFest (Wollstonecraft OzFest) gathering of Apple ][ enthusiasts hosted by Sean “europlus” McNamara on the Lower North Shore of Sydney, Australia. Alex joined the gathering via video hookup to make the announcement, and a pre-release card was available for WOzFest attendees to inspect and use for KABOOM! gameplay.
Technical details on the operation of the 4play and how to modify existing keyboard control code can be found at Alex’s blog. The 4play-compliant version of KABOOM! is available for download from the Ninjaforce website.
Alex Lukacz has been programming Apple ][‘s since 1983, after outgrowing his Dick Smith System80, a TRS-80 Model I clone. After a long hiatus he returned in 2007 to become a regular OzKFest attendee and blogger, showing off various projects ranging from a wireless turtle robot called WALTR to reconstructing Apple ][-driven LEGO kits to his work on floppy drive emulation and video adaptors.
Ninjaforce has long been known for their programming and graphics prowess with their Megademo and work on the Apple IIgs port of Wolfenstein 3D. They literally exploded into prominence on the Apple ][ scene in 2015 with the release of the critically acclaimed Bomberman clone, KABOOM!. KABOOM! pairs exciting gameplay with outstanding graphics and sound to fully exploit the capabilities of the Apple IIgs. Based in Germany, Ninjaforce has released many Apple ][ software products and demos since 1992.
Brutal Deluxe is a big fan of the works of the French United Crackers Klan/Miami Software and the group wanted to thank them for what they have brought to the Apple IIgs.
Find a page with their software (cracks, demos, games, slide shows, utilities) and source code (yes, source code of ZZCopy ;-)) now @ http://www.brutaldeluxe.fr/tribute/fuck/
We are excited to introduce Nox Archaist, a new role playing game we are developing exclusively for the Apple II platform and emulators. Currently we are targeting a release date sometime this year. Nox Archaist will be available 100% free and the complete assembly source code will be posted on our blog as development progresses.
Nox Archaist is a 2D tile based fantasy RPG with a classic Apple II look and feel. We are taking advantage of the full 128k available on the IIe and later models which will help us create features and effects that may not have been seen in vintage 1980s Apple games. Game play videos and screenshots showing the current evolution of the Nox Archaist game engine are available below.
Please send us your comments and suggestions! We would like to include many community sourced ideas into the game.
http://www.6502workshop.com – Nox Archaist website with our blog, current gameplay video, screenshots, and gifs.
Demo gameplay video featuring the current game engine.
6502 Workshop Mission:
- Develop a fun game CRPG enthusiasts will enjoy playing
- Include ideas and feature sourced from the Apple II community when possible
- Explore a modern evolution of the Apple II RPG genre
- Create a repository of hard to find technical information on developing Apple II games
- Determine how many two layer shrubberies with a path down the middle will fit on the Apple II hi-res screen
Nox Archaist Technical Details:
- Runs on any 128k Apple IIe or later system
- Physical machines and modern emulators are supported
- Current game testing is being done on a physical Apple IIe and in AppleWin
- Coded entirely in 6502 Assembler, no construction sets used
The Korean Apple II Community has been busy this month! Keonwoo Kim has released AIPC, an Apple IIe emulator for Windows with an impressive list of features! AIPC is freely available open source software released under the GPL.
Apple in PC 0.1.34.4
If you can read Korean, there’s lots to talk about here.
Antoine Vignua of Brutal Deluxe has announced the latest version of “i’m fEDD up” version 2.0, now with support for 3.5 disk nibble files and other improvements. Get it here: http://www.brutaldeluxe.fr/products/apple2/imfEDDup/
DustHead! is a utility for exercising your 3.5 and 5.25 drive mechanisms (IWM controllers only). When used in conjunction with a cleaning disk, it can help keep your drives in tip-top operating condition. It can also come in handy when lubricating your drives!
Announcement copied from Usenet comp.sys.apple2
The January 2016 edition of Marina is compatible with the new Uthernet II from a2RetroSystems.
Find updated demo disk, user’s manual, and source code at the Marina web site.
The source code disk also has some sample programs that use the Uthernet II’s built-in TCP/IP stack. Marina’s Uthernet II driver is in UTH2.S and is an example of how to interface with the MAC Raw mode of the W5100.
Several bugs are fixed, and there have been some advancements towards the TCP implementation, mostly in the sockets interface, but I also have the TCP checksum routine written, and parts of the port demultiplexer going too. The DNS resolver now uses the sockets API, but I’m in the middle of writing a GETHOSTBYNAME function call, so in this edition of Marina it never processes the reply from the server. Not a big deal.
Now that I’ve got the Uthernet II driver done, I can switch back to the Uthernet and focus on completing TCP, as well as other smaller items on my to do list.
But I am also open to working on other areas of Marina. So if anyone has any suggestions or other input, I’m all ears.
Now that the Uthernet II is out and in the hands of hundreds of people, completing Marina is really now just a learning exercise for me.
Anyone who is seriously considering writing a networking application, or heaven forbid, a game, should go with the Uthernet II’s built-in TCP/IP stack, which you will find is fairly competently described in the Uthernet II manual, which I will also update later this week (and hopefully finish before too long).
There is also a new document in the Marina Technical Library called “The New Uthernet II Send Sequence” which describes a less-headache-inducing method of transferring data to/from the W5100. It may need to be updated a little, but overall the technique is sound.
And now, here’s the big change list since the October 2015 edition of Marina:
– Uthernet II driver added
– ARPINIT sets MAC address in various ARP templates
– Fixed check for LLBCAST flag in HANDLEIP
– Don’t pad DHCPDISCOVER and REQUEST messages to 300 bytes
– Fixed check for DHCP replies when no IP address is configured
– Allow SOTYPETCP in SOCKET
– Started writing LISTEN for TCP sockets
– Moved HANDLETCP to TCP.S
– Moved IPHEADCHKSUM to IP.S
– Moved IPCONFIG and IPRECONFIG to IPCONFIG.S
– Removed missed frame count from ETH.S
– Wrote TCPCHKSUM
– Fixed random number generation for link-local address
– Fixed check for NSTXID in DNSRESOLVE
– Wrote VERIPADDR
– Wrote GETHOSTBYNAME
– Modified DNSRESOLVE to use Sockets API
– OUTPHEAD buffer size increased for TCP
– Moved HANDLEIP to IP.S
– Wrote GETSOCKOPT
– Added REUSEPORT socket option
– Uthernet driver scans slots for CS8900A
– Uthernet driver counts transmission failures in TXFAILS
– Socket RECV demo prints all data received, beyond 256 bytes
– SEND eliminated from Uthernet driver; falls into SEND16