> I use Windows 7 pro 64-bit OS. > > I've made a 32 and 64 build, they both play pong/pongf fine and both builds look the > same. > > For pong, I'm using the pong artwork that was meant for misfitmame, it works fine > with that. pongf has no artwork and so fills the screen. > > Issues... (could be correct behaviour?) > > The bat (under keyboard control) moves so slowly you have no chance of hitting the > ball unless it is coming almost straight at you. > > In pongf, when the ball hits the sides or bottom, the screen jumps vertically. > > When the ball hits an edge, there is a momentary but noticeable speck of light in a > random part of the screen. > > The right side of the field is much larger than the left, its like it is stretched > out. It isn't my monitor. > > It is possible to get the ball to move horizontally, and trap it between both bats, > and the game is never-ending.
See the comments from this guy named "Vigo" in 2009 in comparison to what he thought was an original Pong PCB: http://www.atariage.com/forums/topic/137964-where-to-find-hires-pictures-of-pong-pcb/ http://www.atariage.com/forums/blog/52/entry-3291-pong-project/#commentsStart
Quote:
1. Once the ball collides with the horizontal and vertical screen boundaries, it is stretched into the HBLANK and VBLANK area for 1 frame. Actually, that's exactly how I would expect it to behave when looking at the schematics. The simulations don't reflect that.
2. There is a space of 1 pixel between the right score display and the right paddle, when the paddle is on the same level as the score display. On both simulators, there is no space between the right paddle and score display, which looks kind of odd.
3. The graphics are mixed through resistors, which means that all elements are bright grey, and everything which overlaps with the ball is white.
4. I have to investigate it further, but it seems that on the original, the second paddle is displayed 4 more pixels to the right
It seems that his point 1 and 3 are accurately simulated then?
- Stiletto
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