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keoni29

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    Electronics, music (synthwave, rock), making ice cream, playing guitar

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  1. Here are some more pics of the device. As you can see it's designed to sit on a desk with the cartridge pointing straight up.
  2. Project necrobump You can follow the progress on hackaday.io where I post regular updates! New hardware Features - Snappy ARM processor - USB connection to your PC instead of serial You can use it with your laptop/ new desktop motherboard that may not have a serial port. - Fully 3d printed enclosure - Small form factor New software Features: - GUI application written in python with QT - Dump atari2600 game cartridges to a temporary file or choose a filename and save permanently - (Auto)Launch emulator - Bankswitching support Bankswitching support can be extended by user if they know python - Open source! View on github.
  3. I have created an STL file for the connector housing, but it is not designed to fit inside the console. https://hackaday.io/project/113217-atari2600-cartridge-reader I have two variants: for the original connector and for a connector I found on ebay. PM me if you can use the STL files as-is. Search ebay for Industrial Card Edge Slot Socket Connector 12x2P 24P 2.54mm 0.1" 3A 240-24 This connector pins are not long enough, so you need to extend the pins with some machined female headers. Has anyone had success installing this exact connector in their atari2600?
  4. I found this:http://www.pagetable.com/?p=410 I used the documentation of the reset sequence to determine when the cpu was ready.
  5. I found out that once it fetched the reset vector it starts fetching the first instruction. This happens during cycle 7 and 8 of the reset sequence after the reset pulse. I noticed that when I don't apply a couple of clock pulses during the reset pulse the cpu won't start up properly and it will not fetch the reset vector.
  6. Well actually: yes. I just started programming the 65xx series a week ago and I still have some questions on how the reset sequence works. Do you need to pulse the clock a couple of times while holding the reset pin down or do you only need the 8 initialisation cycles after the reset pulse?
  7. Simple things like hooking up peripherals to an I/O port are quite difficult to pull off in a 6507 emulator. You'd have to modify the emulator and add a peripheral emulator. It might be possible, but it is beyond the scope of this project.
  8. Because I needed a way to quickly debug code reliably I made this little test setup. It is a 6507 hooked up to a modern microcontroller: the propeller chip. The propeller generates clock signals and it acts as ram. It also gives the 6507 control over 4 I/O pins. Addresses $0000 and $0001 are the data direction and data register of the I/O port (just like the 6510!) Another advantage over regular ram is that the propeller chip can send the address and data bus value after each clock cycle to my pc via usb! You can even load binaries from the pc.
  9. I made a batch file to go with the commandline program. When you click it it dumps to a temporary file and then launches the emulator. When you drag over a rom it writes it to a cartridge. Only works with my battery backed ram cartridges. I also wrote a batch file for writing all roms in a directory to a battery backed ram cartridge with room for multiple games.
  10. I almost finished building my second multi-cartridge. This one has F8 bankswitching hardware built in. It can hold up to 16 8k games or 16 4k games (gets copied twice to the cart so when a bankswitch occurs it does not affect the game) After cleaning up the code of the pc connectivity tool that goes with the cartreader I could easily make changes to the bankswitching code. The cartreader still only supports F8, but F6 is pretty easy to implement too. I do not own any F6 games to test it with, so I am going to have to get some F6 games first. It seems like I don't have to make any hardware modifications to the cartreader, so I will solder up a prototype and put it in an enclosure soon!
  11. Original post: http://8times8.host56.com/?p=334 I started porting the cartreader software to the eZ8 microcontroller. It is already possible to read cartridges. Because the eZ8 has 29I/O pins I don't have to use latches to expand the address bus. This means I only need two IC's for the entire build: A max232 for serial communication and the microcontroller! This greatly reduces the cost of the entire thing. It also makes it much easier to build than its arduino counterpart. The cartreader V2 has a renewed communication protocol. Instead of dividing the cartridge address range in pages you can have random access to the cartridge via the pc and do block transfers. Every block has a header like this: mode = [0x00..0x01] (0x00=read, 0x01=write) size = [0x00..0xFF] (0x00=1byte, 0xFF=256bytes) addrH = [0x00..0x0F](12 bit start address) addrL = [0x00..0xFF] If write mode was selected bytes will follow. These are buffered and then written to the cartridge starting at the 12 bit start address. In the next couple of days I will modify the romclient.exe pc software so it works with the eZ8 version. I will rename it to romclient2.exe to avoid confusion.
  12. Did you try reflowing the solder on the cartridge connector?
  13. Last year bought Secret of Evermore complete in box with strategy guide, but it was the german version and I was looking for the english one. Tried to play it, but it's really difficult to play a german rpg when you don't speak german very well I figured there would be some german collectors here who might be interested in a copy of Secret of Evermore in their native language. Please make me an offer via pm if you are interested.
  14. Can you take out the circuit board and take some high resolution pictures of the front and back? Make some closeups of: Cartridge connector, Video ram, Power capacitors, Expansion port (front and solder side)
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