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bigral

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  1. topic says: "New development: GTIA in CPLD", but this is just an Atari 8bit computers upgrade for connection to RGB? Am I wrong here? Do you have vhdl code for GTIA replacement?
  2. UPDATE: glitch disappeared after removing metal casing (upper that rests between pc board and keyboard).
  3. I'm using regulated power supply taken from mac lc rated as 4.5A on 5v. Voltage = 5.01V constantly. Replaced GTIA, no effect. Replaced 74ls08 with 74f08 no effect. Replaced MMU (PAL16L8 (?)), no effect. Replaced all stabilizing capacitors on DRAM chips, no effect. Added 1K resistor from 5V to 1 pin of 74f08 to make clock signal better. Added 220pf capacitor to R/#W signal to get rid of HALF 0 HALF 1... no effect. I think I have defective Sally... but it works good at the start. I don't have replacement of Sally for the moment. About, temperature of chips, well they are warm, I think all with same temperature.
  4. yes, after warm up you may do reload game and glitch will go right away, I found that R/#W signal rather BAD... see photos: https://c1.staticflickr.com/2/1726/41861842465_29b0013716_b.jpg and https://c1.staticflickr.com/2/1724/42044851344_83ac4743c7_b.jpg ... but still it works fine with memory test and on startup when computer still cold
  5. OK, I have replaced ANTIC, no effect, still garbage on the screen after ~30..40 min of playing. Also I have tried another SALLY, and result: RED SCREEN and no run (doesn't work at all), however I'm not sure if this SALLY was working before, no other machine to check.
  6. Hello, I'm new to Atari 8bit H/W, so I wonder why garbage may appear on the map of BoulderDash1 levels after 30..40min playing the game. Internal memory test show nothing special. I have replaced DRAMs, tried OKI, FUJI, MOS (all 150ns), no change! I guess changes happen in video memory because otherwise game would hang. Is this an ANTIC\CPU address bus clash issue?
  7. ok, I found another thread with similar question http://atariage.com/forums/topic/252895-maniac-miner-graphics-mode summary is: PMg (player/missile graphics) used to add colors to hi-res mode (2 colors), each line generates interrupt for change colors of PMg, cycle accurate routines used to change colors of PMg in the middle of screen.
  8. hello, I'm new to Atari 8bit hardware and I wonder how zx spectrum screen was emulated in this game. Also i've seen saboteur1 prototype. What screen mode was used? Is there used interrupt generation on each line to change colors/sprite parameters? Is there use of cpu cycle accurate routines to change colors / sprite parameters in the middle of line? And why this game won't run on 800xl?
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