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  1. *UPDATE* Trebors 7800 ROM PROPack v3_5 The generous developers and other contributors of our fantastic community, certainly have been busy over the last last several months with updates and new material. Additionally, we have some changes and needed fixes to share. I. Homebrews and Hacks NEW: 1E78 Demo (PAL), 3D Test Demo 1, 7800 Kernel Demo, TIA Music Demo dbAS, Christmas Pac-Man 2 (Hack), Invader of Space (Hack), Voxolotl! - AtariVox Voice Tracker, SaveKey Test, Kid Icarus (Screen Image), Journey to the West, Toki (Single Screen Background Demo), Desert Falcon (HSC Support) (Hack), RPG Player and Map Tiles (Demo), Arkanoid (mksmith), GoSub, Impossible Mission (New Graphics - C64 Hack), Dragon's Descent, Palette Tool Test 160B, Pac-Man Plus 320, Arkanoid Music and Graphic Demos, 320D Interlace Test, 320D Font Tests, AtariAge (POKEY) Jingles, Mega Man 2 Start Level Music Demo, Bubble Bobble Theme Sound Demo, Rolling Thunder Intro Melody, Super Mario World Opening Melody, Suspiciously Shifty Demo UPDATED: Baby Pac-Man, Spire of the Ancients, Cyb Ur, Frogus, Rider of the Night RENAMED: Arkanoid (20110911).a78 --> Arkanoid (Propane13) (20110911).a78 Fixed bank6@4000 header bit: Water Ski (Title+Color+Realign) (Trained) (128k) (Hack) (20130224).a78, Water Ski (Title+Color+Realign) (128k) (Hack) (20130224).a78, Tank Command (Color+Sprite+Title) (128K) (Hack) (20141225).a78, Tank Command - Midnight Run (Hack) (20141225).a78, Soft Cell - Tainted Love (Music Demo) (20140311).a78, Sentinel (NTSC) (PAL Conversion).a78, Scrapyard Dog (Unlimited Lives Hack) (20160826).a78, Scrapyard Dog (Graphics Hack) (20151121).a78, Scrapyard Dog (Graphics and Unlimited Lives Hack) (20151121).a78, Rider of the Night (20180629).a78, Rampart (Prototype).a78, Pit Fighter (1992) (Atari) (Prototype) (Alt 2).a78, Panda Racer (20151224).a78, Legend of Silverpeak (20180101).a78, Klax (19xx)(Atari)(NTSC)(Prototype)(Fixed).a78, Hearty Manslapper (20161129).a78, Graze Suit Alpha (20170910).a78, Fatal Run (Graphics Hack) (RC1) (20140927).a78, Draker Quest II (20170619).a78, Double Dragon (Walking Demo) (20170130).a78, Double Dragon (Graphics Demo) (20170121).a78, Demo X (v1_01F) (20100423).a78, Adventure Map Demo (20141230).a78 Header ROM size description fixes: Graphics Modes Test (20100914).a78, Jawbreaker (Hack) (20120426).a78, Kessel Attack (Hack) (20080904).a78, Le Siti (PAL) (Hack) (20150919).a78*, Senso 7800 DX (2001118).a78*, *Also includes ROM size cleanup and adjustment. Header standardization fix: Beef Drop (New Levels) (Hack) (20061225).a78, More Beef Drop (Hack) (20060901).a78 II. Original Retail Fixed bank6@4000 header bit: NTSC: Xenophobe (NTSC) (Atari) (1989).a78, Water Ski (NTSC) (Froggo) (1988).a78, Touchdown Football (NTSC) (Atari) (1988).a78, Tank Command (NTSC) (Froggo) (1988).a78, Scrapyard Dog (NTSC) (Atari) (1990).a78, Planet Smashers (NTSC) (Atari) (1990).a78, Ninja Golf (NTSC) (Atari) (1990).a78, Motor Psycho (NTSC) (Atari) (1990).a78, Midnight Mutants (NTSC) (Atari) (1990).a78, Meltdown (NTSC) (Atari) (1990).a78, Mean 18 Ultimate Golf (NTSC) (Atari) (1988).a78, Mat Mania Challenge (NTSC) (Atari) (1989).a78, Ikari Warriors (NTSC) (Atari) (1989).a78, Fight Night (NTSC) (Atari) (1988).a78, Fatal Run (NTSC) (Atari) (1990).a78, Dark Chambers (NTSC) (Atari) (1988).a78, Crack'ed (NTSC) (Atari) (1988).a78, Basketbrawl (NTSC) (Atari) (1990).a78, Barnyard Blaster (NTSC) (Atari) (1988).a78, Ace of Aces (NTSC) (Atari) (1988).a78 PAL: Xenophobe (PAL) (Atari) (1989).a78, Sentinel (PAL) (Atari) (1991).a78, Scrapyard Dog (PAL) (Atari) (1990).a78, Planet Smashers (PAL) (Atari) (1990).a78, Ninja Golf (PAL) (Atari) (1990).a78, Motor Psycho (PAL) (Atari) (1990).a78, Meltdown (PAL) (Atari) (1990).a78, Mean 18 Ultimate Golf (PAL) (Atari) (1988).a78, Mat Mania Challenge (PAL) (Atari) (1989).a78, Karateka (PAL) (Atari) (1987).a78, Ikari Warriors (PAL) (Atari) (1989).a78, Fight Night (PAL) (Atari) (1988).a78, Fatal Run (PAL) (Atari) (1990).a78, Dark Chambers (PAL) (Atari) (1988).a78, Crack'ed (PAL) (Atari) (1988).a78, Basketbrawl (PAL) (Atari) (1990).a78, Barnyard Blaster (PAL) (Atari) (1988).a78, Ace of Aces (PAL) (Atari) (1988).a78 Thanks and gratitude cannot be expressed enough to the hardware and software devs, hackers, and all those who support and keep the 7800 community vibrant!
    12 points
  2. Lynx Quest - preview credits: New Generation code: Solo, Laoo music: Miker graphics: Tiger, Alcopop, FinalBossBlues Here some information about our new production - a brand new action-adventure game for Atari Lynx. The game was created for 30th Lynx Competition by AtariGamer. We already submitted a small preview version - but please dont mind it. It doesnt have proper gameplay loop (will be avaiabler in a week) nor levels, enemy shoting, AI. Almost all is done but we couldnt provide it for the first deadline (because the game was crashing; it is solved already). Please wait for next week:). Current status is: - 90% of the code is done - 100% of the music is done (about 10 songs) - 80% of the graphic is done Instructions for the rought sneak peak: Killing few monsters "brutally" move (resets) you to the next level then killlling some more to move to the boss (without boss AI). After the boss you can see mystical cave, when you will get blessing for some passive skills/upgrades. In the mystical cave (with a statue) you can press "B" button to go back to the map. Proper gameplay loop will be of course different (proper; ) and all will be self-explanatory. A player will have upgrades (better bows, arrows, critical, hp - clasic stuff) and will adventure throu 4 different themes (plains, cementery, hills and winter). Lets say typical top-down shooter action rpg game. The game is written in 6502 assembler. The engine is capable to process about 64 objects (enemies, shots etc) with all collisions (tile and hitboxes axis-bounded). Tiles has 2 layers (also with flyer status) and can show animated elements. All run at 30 FPS. Levels are semi-randomized: - 24 layouts for every small level and fully randomized small tiles like grass or similar - abuot 384 level layouts in total for more replayability Tools we used: - LNGS (our devground that makes all the magic - compiles, links, manage assets, makes cart and have core API routines) It was written by Laoo (took him 2 months, still in alpha stage) for our Lynx journey. Its helpsd a lot to develop stuff for Atari Lynx. - Mad Assembler - WUSDN - Chipper - Handy Music player (we adapted it to our LNGS system) In the final version of the game there should be: - 4 different worlds - 4 bosses - chests with loot - score system - finished UI - full map logic - proper level transitions (self explanatory, story will tell more about it) - dozen of different enemies - postprocess effects - proper gameplay loop;) Screenshots:
    8 points
  3. I have left aside the sprites that are almost ready, to mess with the playfield graphics, Almost everything has been redrawn or retouched new lives left retouched moon pointier sign new spinach can new Swea'pee new Wimpy new punch + bottle, on level 2 the bottle graphic is separate, so I can make it something else.. maybe a skull !
    7 points
  4. Thanks everybody for the kind words. A small update: As part of getting more of the enemy animations in the game I was dissatisfied with the way it would reset an animation when an enemy changed state which is something I'd previously considered acceptable. I've rewritten how that's handled (and fixed all the bugs I introduced in the meantime) so that now it all looks smoother, including on the enemies it didn't really matter for. I've freed up RAM used by various counters which I'm going to keep free in case I want to use it for anything else, but if not it means I can easily adjust a couple of things to allow more objects per map. I've cleaned up how the map data is loaded which is another thing I've been meaning to do for a while. It now indirectly grabs the data from lists rather than having code to load the specific data for each map which is nice and means I can squeeze a few extra maps in. It seems to be the case that when it's been a tiring day I start tweaking the titlescreen some more and today is another one of those days. I wanted a bit more of a dynamic looking sky so I played around with the colours. It's interesting to me looking back at the screenshots of how it used to look in comparison, and going from parallax scrolling to a pseudo 3D textured plane to a voxel heightmap.
    7 points
  5. Bought a 1200XL this past week and it arrived on Friday. It was dirty and yellowed, looking every bit the 36 year old computer that it is. Powered up okay, fuzzy video output, almost half the keys didn't work. Took it completely apart and washed all of the case pieces (protecting the mfg sticker on the bottom case), and then put the case out in the sun for some "light brightening" - 3 hours on Friday and 5 on Saturday. It did take most of the yellow out of the case and I'm pleased with the result. Light brightening seems (in my limited experience) to work pretty well with the Atari beige plastic, not so much with yellowed keyboard keys though. I had ordered everything needed to do the "ClearPic 2002" mod when I bought my 1st 1200XL (ended up putting a Sophia DVI in it), so I spent a few hours Saturday morning doing the ClearPic mod on the new 1200XL. It was easy enough, no issues encountered, and the video output looks fantastic. Not perfect like a Sophia, but for a few dollars in parts and a small amount of my time, it is a great bang for the buck. So now I have a clean, sharp s-video output and my sio2sd works on the SIO port. Now the keyboard... I had previously ordered a Best Electronics mylar, so I thought I'd give that a try. Removing the old mylar is every bit as tricky and nit-picking as it looks in one of FJC's videos, but I got the old mylar off with minimal damage and installed the new Best mylar per the less than great instructions on their website. No joy. Tried it with and without the ultra-thin PCB included with the mylar to no good result. After that I cleaned the tape residue off the keyboard PCB (even though the instructions say not to do so), still no joy. In the end, I pulled the tape off the old mylar connection, scraped off the tape residue and rebuilt the connection fingers with conductive paint. ...and there was much joy in Mudville, as the mighty Casey knocked it out of the metaphorical park. (Casey At The Bat) My thanks to FJC for the excellent video how-to and retrobits.net for step by step instruction on keyboard mylar repair. IMG_1894.MOV
    6 points
  6. I went to Bed Bath & Beyond today to buy a new shower curtain. While there I saw a pillow I liked for $59.99 On Amazon that same pillow is $94.82*. For the record, I'm beginning to think that whole death of retail thing has been greatly exaggerated. I find it easier to shop locally when my experience is like this :O)
    6 points
  7. The ability to do something in assembly doesn't translate to something great or anything at all in most cases since it apparently takes a decade of learning just to implement and another decade to produce anything worthwhile from it. Most people don't have the spare time or willingness to dive that deeply just to try and get theoretical results from a 25-year old console but more power to you or anyone else that does I guess. I've only been around 25-years, what's another 25. (I mean, I'll be dead before then but you know, whatever lol) @philipj - Ideas mean nothing if not acted upon and you can't prove anything if you don't act. You're the only one stopping you from creating something cool at this point. Even if it sucks at least you tried. You've either got to shit and get off pot or die trying ? I hear there's this cool software package that lets you create you're own games on the Jaguar that doesn't require 10+ years of experience, but I've probably mentioned it x times before: https://github.com/ggnkua/bcx-basic-Jaguar Go on, embrace realism. I dare you...
    6 points
  8. Hi everyone! To celebrate the 30 years of the Lynx, here is new game I've created for the Atari Lynx 30th birthday Programming Competition hosted by Atari Gamer: Growing Ties. It's game requiring both an excellent eye and a good hand dexterity. Patrons want to get custom ties. You'll have to cut them perfect-sized ones! HOW TO PLAY Press A to grow a tie. Press B to cut it. The tie will fall down, and hopefully reach a patron. Be careful to cut right-sized ties! You'll get 10 points for a perfectly fitting tie, but less points if it's too long or too short. A perfect sized tie matches the height of the patron's shirt exactly. As the levels go along, you'll discover more mechanics explained in the game: combo system, modifying tie colors, limited tie supply, limited time, etc. PLAY IT You can play it online or download the rom from my website. You can also read the detailed entry page of the competition on AtariGamer. This is my first Lynx game, so I'll hope you'll enjoy it! Any feedback is welcome :)!
    5 points
  9. Project update We had a small "detour" for Atari Lynx 30th anniversary and just posted about it here: with Flimbo Quest - during march-may we fixed all game bugs, refactored 70% of the code to have it working on a stock atari 64kb and finished sprite engine (actually we have writen a new, third one lol). but now we have ~almost same amount of sprites on the screen. Generally most of the game/needed changes are done. It will work on any atari 64kb from cartridge - same as original C64 version. Right after Silly Venture 2019 we are going to finish this project, so stay tuned!:)
    5 points
  10. This is the first episode of a series. It started out in 2014.
    4 points
  11. Hi guys! Thank you for your support and patience! I definitely didn't drop this project, just got a bit burned with my extreme perfectionism. Right now I'm able to fit about 97 maps in the 32k binary, but I would love to break the magic number of 100. I see a clear way of breaking that number, but it would require a bit of rewrite cleaning up tile data in all the existing levels, which is not something I'm looking forward to. So, given my very limited free time I focused on other things, waiting for my energy and focus to build up again for this task, or go forward to release the thing as is. And going 64k just to waste 31.9k is again something my perfectionism can't accept. In any case, the project is not abandoned, and if you would like to reach me (e.g. to help with testing), find me on Facebook and just PM me (as you have notices, I'm not active user of this forum). Take care! KK/Altair
    4 points
  12. Hi! I tried to convert the demo to ANTIC mode 4, the idea is that instead of using hardware scrolling you can just shift the charset in software, taking advantage of the repetitions. My modified screen uses 88 characters for the backgrounds, so you have 40 chars left for software sprites, for the big sub sprites this could make 4 sprites at most Perhaps simplifying the background It could be made to work. subfnt.xex subfont.zip
    4 points
  13. No one is triggered. You said something stupid, and literally a handful of people pointed it out. Are you here for a JagSD, or are you here to "trigger snowflakes"?
    4 points
  14. What a wonderfull week it has been, as the sole Belgium guy at the event, I did feel right at home. A big thank you to everybody involved and all the wonderfull people I've met. @manterola it was a huge pleasure to meet you and seeing you hack around with all this new promising hardware has been an inspiration. Hasta la proxima ! Security check in Leipzig went smoother than I expected, did have to take the Funai out of hand luggage again and although this time the security recognized my Atari ("I had one of those when I was younger" ) both the Funai and Atari were tested for explosives and allowed on the flight. So now I'm stuck in the Airport 1 hour before check-in , luckily Thinkpad and iPhone HotSpot will make my time here pass more quickly
    4 points
  15. I second that. The Rev 11 (C060616B & 17B) fixes a lot, but not all. I found that the 600/800XL OS provided the best compatibility while still retaining all the 1200XL's unique LED and F1-F4 features. Also since you've accomplished the fantastic ClearPic 2002 video mod, your RF Channel 2-3 selector switch is freed up to be repurposed as an OS selector. You pair up two OSs of your choice on two 27128 EPROMS and have your choice. It still looks stock and fits under the RF shield. I highly recommend it. If you don't want the Omniview 80 OS (it works great with a ClearPic 2000), you could elect to go with Rev 11 (1200XL) and the 600/800XL OS for those titles that still have problems with Rev 11.
    3 points
  16. A big thanks from me! When you download Trebors 7800 ROM PROPack, you can be sure you're getting the best set of 7800 roms with good a78 headers. The effect this has on the scene is subtle but profound, with newcomers, regulars, and emulator authors all getting a much smoother ride. Over the years there were a lot of reported issues (e.g. no pokey music in Commando!) that were traced back to bad headers or roms. I don't recall seeing any of these issues since trebor took up this project.
    3 points
  17. Hello everyone! I realized last night that I forgot to update the Spies 2 manual after the final .bin was posted. This isn't a total overhaul, but has some improved screenshots and updated documentation of the difficulty levels. Also a better explanation of how the collision detection in the electrified floors room works (with new images). Spies in the Night 2_FINAL.pdf
    3 points
  18. I can confirm what Nezgar wrote. A GAL can be programmed to become a 100% compatible XL MMU. I have done it too in the past. Works excellent in one my 800XL's.
    3 points
  19. Don't worry, I certainly won't be reading your posts going forward.
    3 points
  20. The vast majority of real media (games or otherwise) doesn't talk about the VHS ? <sic> at all. Relevance requires evidence of existence. When they do talk about it, it's unthinking regurgitated press releases, puff short things like Fox Biz appearances, or just making fun of it. The "official" social media outlets are like propaganda outlets. Only the suck-up posts stick around, which is why we snapshot the "brave" critics. You'd think all the censorship would be a clue that maybe their product isn't all that. "All brands do it!" they say. The delusion is thick. The fan posts are single voices. That same guy writing about the Gollum game posted this around the same time. Not exactly award-winning journalistic insight. So yeah, we are an echo chamber, because it's the only place where anyone is paying attention and isn't censored ? beyond recognition. The thread is unwieldy because of all the noise, but I like to think anyone with any judgment doesn't NEED obvious advice like, "don't throw your money away at these jerks."
    3 points
  21. Sometimes your status update should be a blog post or a topic in the forums. Just sayin.
    3 points
  22. Here's a quick video of "Block On Legs: First Steps". After plodding around a bit and skipping levels I then complete level 4 properly so you might want to jump to the 3 minute mark...
    3 points
  23. Wow... is music + networking + bug fixing + cheats + spiderdemon not enough?
    3 points
  24. I just want to add a data point that is very interesting and might prove useful to know for others in the future if and when this inevitably comes up again: First, I verified that both of the OP's XEX files (posted above) will load and run just fine on my Ataris. Joust will even run on a stock 48K OSB machine. ABC will get to the second (color) splash screen ("ABC" in green) but hangs in OSB. For a 64K XL or XE, it runs fine. Second, I booted up the SDrive.ATR menu program by clicking D0: and having it come up. I then loaded JOUST.XEX into the D1: slot and tried to boot. It starts booting fine but hangs somewhere near the end. I then cold-booted the Atari (on my U1MB-equipped machine this is SELECT+RESET; for newbies, this is *NOT* possible with an unmodified machine). Same result - starts to boot, hangs near the end. I tried it twice to be sure with the same result. So next I power-cycled the Atari. My SDrive-MAX is powered through a 9VDC Arduino wall-wart, so power-cycling the computer had no effect on the SDrive-MAX. Once more, the machine started booting but the file hung somewhere near the end of the boot process. Next, I cleared the D1: slot of the SDrive-MAX, selected the JOUST.XEX file using the touch screen, and then booted the Atari. The boot process hung once more. What in the actual #@!#@? I then power-cycled the SDrive-MAX, re-selected JOUST.XEX using the touch screen, then booted the Atari. This time it worked like a charm. So what's the take-away? It seems to be: Don't try to load XEX files via the Atari-based menu program. If you do, it will likely not only not work, it will prevent the XEX file from loading at all. This is probably some glitch or corner-case in the code inside the SDrive-MAX file handling and/or serial I/O routines. But in any case, if you *DO* populate the drive slots with the Atari-based menu, at least some XEX files don't seem to work.
    3 points
  25. oh it has an "Any" key! **press any key to continue** ?
    3 points
  26. Do you think something like this Atari 5200-esque look is the way to go? Or is it better to stick with a 2600 look?
    3 points
  27. Hello guys We finally managed to take a group picture. When I get home, I'll add the picture to my meetings page (my ISP sent me a message that they changed the way we need to log in.) and add names. Unfortunately, we didn't take another picture earlier so some people that have already left aren't in the picture. Sincerely Mathy
    3 points
  28. BITD I used the 850, ATR-8000 and then an ICD MIO for parallel printer interface. Today my preference is the ICD P: R: Connection. Its small"ish", runs off the SIO 5VDC, has an SIO pass-thru and has the ability to add carriage return at end of line. Most other Atari interfaces don't have that option. You have to set a dip switch on the printer to advance the line feed. It's a small thing, but important to me. I've tried smaller Ape Face, MPP-1150 and the U-Print inerfaces. The latter two have the SIO pass-thru which is nice since my SIO2SD is already a dead end device. I recently bought a NIB Star NX-1000 Multi Font that came with a little known (at least to me) parallel interface called the Xetec Graphics AT. Its small, has no SIO pass-thru, but it has two features that seem unique. 1) Has 8 dip switches on the outside to select different modes and functions. One of which is carriage return at end of line (like the P: R: Connection). 2) The ability to print ATASCII Ctrl characters! What? Yes. By flipping one of the dip switches, you can list programs directly to your printer with ATASCII Ctrl characters. Really a nice feature.
    2 points
  29. This is. But there's the other VCS thread which has nothing. Basically it is a non-souped up PC in a slick case. My PC at home is probably just about as good, cost less has more memory and can easily be hooked up to my '55. Plus I have an AA sticker that I can slap on it to carry on the Atari spirit. They have a hard time seeing it won't be as great as they think. We have a hard time seeing past that they only care about the Fuji symbol.
    2 points
  30. I always find this picture helpful: You could also use a 27010 or 27020. You'd need to reroute VCC to the proper pin, and possibly /PGM depending on the chip. Then it's just a matter of toggling the additional Axx lines, preferably with pull-up resistors. When you get to that many switches, old SCSI ID switches or BCD or HEX thumb-wheel switches come in handy. If you choose to piggyback you also have the option of toggling /OE (output enable) or /CE (chip enable - preferred) instead of un-powering one of the chips.
    2 points
  31. So, this happened in Poland recently: An enterprising programmer discovered how to stabilize the $Cx distortion (what I termed distortion 12b). An explanation: When using frequencies divisible by 3 ((freq-1) mod 3 = 0) a smoother tone can be had. But, one of three timbres is randomly output. You can hear this in my Bubble Bobble demo. Well, the above has a method to stabilise the tones to any of the three timbres. It's very complex, and involves a reset of the 4-bit polycounter. I haven't even begun to dive into this yet, but it looks very interesting! I believe this method will also work on the $8x plus 9-bit, and $4x plus 1.79 mhz settings as well!
    2 points
  32. ... this was a notable John Carmack-ism in case that went over any1's head. Love it. Nice work guys. I've actually heard Carmack mention his love for the Wolf & Doom Jag ports in an interview. Oddly enough he mentioned shoulder buttons, making me think he coded it at one point. You guys should tweet this at him once done. He'll dig it.
    2 points
  33. Oh yeah! I forgot about that. I wonder if it was coincidence, or a nod to inspiration from the Happy enhancement. Here's the passage from Page 1-3 of the Indus GT Field Service Manual: (Which doesn't appear to be on Archive.org yet, I'm going to correct that.) Edit: Done: https://archive.org/details/indusgtfsmanual
    2 points
  34. UPDATE: If you missed out Vanguard, don't worry We'll have another batch in less than a month!
    2 points
  35. My manager whom I think is very wise is fond of this saying.
    2 points
  36. Then guess who's the troll in this post?
    2 points
  37. RIP to Franco Colombo; former Mr. Universe and Arnold's long time best friend and lifting partner.
    2 points
  38. Three words guaranteed to bring a cringe to everyone here on AtariAge's face, "Non-Centering Joystick"
    2 points
  39. I started thinking today since people are now beginning to build these, that it might be cool to do a little history lesson on the 1088XLD Project. So here we go... When I first began this journey, I was sitting in my shop middle of Summer July 2018 staring at a 1050 carcass sitting in the corner. Picking it up and rotating it in my hands, it suddenly struck me that maybe I could fit a 1088XEL board inside and with a bit of wiring, plus a custom front panel, make something both classic and useful all at the same time. But I hate doing a lot of wiring, and even the 1088XEL in it's originally intended persona required quite a bit of this if you wanted to add the normally accepted amount of bling (status indicators, mouse port select and swap disk switches). So I was kinda putting this initial idea out there, and Jon (flashjazzcat) mentions something about it would be cool to have a board incorporating the XEL hardware that was designed to drop into a stock 1050 case, something he also had a few carcasses of such floating around. Me being part bored at the time, and looking for a new project, decided to dive right in and see what it would take to create something like that. So was born the 1088XLD. First Version (V1 - ALPHA) Design completed November 30th 2018, with only one assembled version in existence. Consider this to be the Apple 1 of the XLD series. Background: Due to the scarcity of the UAV boards at the time, and the uncertainty that the original creator Bryan would continue making them or license out the design, a DIY approach was taken on the video driver circuits to be incorporated. Speaking of video, this board was to become the first version to establish the break-out of all the analog audio and video signals through a common connector, that being the DIN-13. It also came with the normal I/O connectors for joysticks, PS/2 keyboard & mouse, as well as a 3.5 mm audio connector being perched on a separate I/O board, meant to be stacked at the front of the main board. This allowed the height of those connectors and the position of such to work better with a custom front panel that would fit where the original 1050's floppy drive would've been. Much to several people's dismay, I decided to retain the original 1050 9 VAC PSU, but in an interesting twist I used solid switching drop-in replacements for the original TO-220 +5 and +12 VDC linear regulators, with the 12 VDC being reserved for future upgrades (later this will play a roll in adding a GBS-8200 video enhancement board). ALPHA VIEW in GerbLook (once you are there, use the selections to the left to pick a view of interest) Second Version (V1 - BETA) Design completed January 25th 2019, A more formalized design - near production ready. Background: After tests of the ALPHA board revealed a shortcoming in the DIY video circuit, and licensing terms had been reached on a 3rd party to produce the UAV, a new board was created with an integral UAV this time around. Also an idea was spawned to create a 2 level stacking system for multiple I/O boards, with a very similar first level I/O board like what was used on the ALPHA board. However this time around it had an expanded I/O header and provided a signal pass-thru for MIDI signals to be used in a new 2nd level I/O board to stack above the level 1 I/O board. This board set saw multiple builds by some of the same team that had beta tested the 1088XEL, as well as a newcomer in DrVenkman. BETA VIEW in GerbLook (once you are there, use the selections to the left to pick a view of interest) Production Version (V1.1) Design completed August 6th 2019, first run bare boards made available to the public August 19th 2019. Background: To better facilitate installation of Lotharek's P-COVOX upgrade, the $D6xx and $D7xx signals were added to the tail end of the original signal break-out header for the Rapidus accelerator, expanding it from 6 to 8-pins. The original COVOX header seen in the V1.0 designs, was reduced down to a 3-pin header from the original 4-pin, and now designated as AUD to provide the general purpose left and right audio inputs and ground. An additional header (J16) was added above the DIN-13 jack that now breaks out all of the analog audio/video signals, as well as the digital VSYNC and CSYNC. This header allows for some future video upgrade possibilities, and also provides the means for DIY builders to install some more conventional RCA and/or S-Video jacks for these signals by modding the case. The J3 rear MIDI expansion/configuration header was expanded to add the ability to disable MIDI control where either a cassette or an RVERTER was to be used. And a much needed bias resistor (R43) was added for the MIDI control line. This board in both an assembled or bare version is now available for sale from MacRorie of The Brewing Academy. Also while you are there, be sure to check out BoB: The Video BreakOut Board that expands the DIN13 video options into all of the individual connectors normally used for video. PRODUCTION VIEW in GerbLook (once you are there, use the selections to the left to pick a view of interest) Where do we go from here? I'm still ironing out details on how best to finish the GBS-8200 RGB2VGA carrier board for the XLD. In order to bring this into reality, I've been trying to reverse engineer and port the Arduino GBS-Control code over to work in a Microchip PIC so that it can be programmed with the JOY2PIC programmer. Over the last couple of days I'm getting close, but still no cigar . I'm pretty determined to make this happen, so I'm sure I'll crack this nut and then get back to finishing the PCB board layout to incorporate the changes. Dropcheck is working on her vision of some upgrade boards that will add WiFi serial and a Cart, as well as a few other goodies. And I'm hopeful that we'll see other cool upgrades for the XLD coming down the road as well .
    2 points
  40. If I come cross something like this I typically find it OK to pump it through a compression tool, e.g. exomizer, and get it to produce a self-extracting binary with a higher load base.
    2 points
  41. I played for a couple hours over the last 2 weeks. This is the best I can do! ☺️
    2 points
  42. So I decided to install a P-COVOX in my 1088XLD. WAY back in 2009, I ordered Lotharek's SMD version of Covox, but only installed it in an NTSC machine and NeoTracker played some of the songs too fast (not all would respond to tempo control). That machine also did not have stereo. Year or so later, I tried candle's Simple Stereo 2.0 board, but the design was defective and the sound never worked properly. FINALLY in 2019 I am hearing NeoTracker as it was intended. On the rev 1.1 boards, you have access to D600 and D600 on the Rapidus header. On my prototype board, I only had access to D600 on the Covox header. I will be installing a VBXE at that address, so I needed D700. Since I did not want to solder a wire to the main board or run a wire from bottom to top, I simply soldered a wire to a socket on pin 7 of the chip select decoder (U11) as shown in the top photo. It looks like I melted the connector but that is just flux I did not yet clean. Installation was dead simple. Unplug PIA, plug PIA into P-COVOX board, plug board into PIA slot. There's a 3 wire dupont connector carrying audio signals, and a one wire going to control header. I'm attaching a version of Neo Tracker 1.8 built to run at either D600 or D700. NEOD700.COMNEOD600.COM
    2 points
  43. I got the BBS Pro! package 472 and my friend has 471 it was not version 4.0 but 5.0 later when program was not availble anymore, it has evolved in tcpip express
    2 points
  44. I have been missing some action.... Sent from my iPhone using Tapatalk
    2 points
  45. Slipard, I get it; you have a valid beef with TerraOnion. They've screwed you with shipping. I, for my part, am tired of reading about it. You've made your point; please move on.
    2 points
  46. You seem to have some seriously misplaced aggression toward anyone who doesn't agree with you. I accept the fact that you are not a native English speaker, so your grasp of English isn't... all there, but I honestly can't understand what you mean by far-fetched in this case. I didn't give any indication that i thought anything was far-fetched or confusing. I simply pointed out that you were blaming those outside your country, for the fact that you are being taxed by your country to import goods, which is a stance that is not on sound logical footing. No merchant is choosing for your country to tax their customers. I don't need anything broken out into steps. I understand the premise of your claims. They are still based on the same assumptions and biases that they have been all along. You can keep restating the same thing condescendingly, but it doesn't make it accurate. You seem to be blaming them for shipping delays. They are not a shipping company, they do not have any domain over the shipping company assets. One of your points starts with (Terraonion knew...). You are taking a biased assumption and stating it as a fact, with no idea what another party actually did or did not know, and what they may or may not have considered. It makes it difficult to take you seriously. Points like these just doesn't stand up to logical scrutiny. It seems to be a matter of debate as to whether people should have been aware of where it was shipping from or not. See Todd's response here: https://forums.terraonion.com/viewtopic.php?f=26&t=1066&start=100 Either way, I don't understand why people are making a bigger deal out of this than it actually is. If you don't want to pay it, and/or don't want to do business with this company just refuse delivery and if they refuse to give you a refund, do a credit card chargeback. TL;DR: If you don't like their business practices, refuse the product, do a credit card chargeback if it becomes necessary to get a refund, and never do business with them again.
    2 points
  47. So here's the updated table. These additions: * Distortion 12a with 1.79 mhz clock (AUDCTL=$20,$40,$60). These are the distortion 12 tones in 8-bit mode without the 3-period divisors. This produces very high saw tones starting at $FF=A#4. As you get up to the high end, tuning errors increase. * Distortion 8 with 1.79 mhz clock plus 9-bit polycounter (AUDCTL=$80+ either $20, $40, or $60). When set, tones in periods of 7 produce buzzy tones. Very good for basses. Values are for both 8 and 16-bit mode, as you get higher in both, tuning errors increase. The timbre of the sound changes, depending on polycounter settings. * Distortion 4a with 1.79 mhz clock. Produces a very buzzy industrial bass tone. Values are for 16 and 8 bit mode, but are virtually identical. Again, as you get higher, tuning errors increase. * Distortion 4b with 1.79 mhz clock. As with 12b, periods of three produce the desired tones here. This is a less buzzy bass, but with a timbre very close to 8 with the 9-bit polys. Again the 16 bit table is very close to the 8-bit, but has a resolution of 6 extra notes in the low end. Also as with 12b, the timbre changes randomly depending on the current polycounter setting. Again these were tuned by ear, please look over this and let me know of any inaccuracies. pokey notes.xls
    2 points
  48. I've attached a (somewhat) minimal example of manipulating tile graphics in RAM. It draws a static tile map from ROM and the only animation comes from editing the tile data. It shows graphics scrolling left at different speeds, scrolling up and down, copying new graphics over the tileset to change it on the fly, and finally scrolling right. Of course a lot more can be done with this, but this just shows the basics of the techniques which have been used to great effect in many games. SuspiciouslyShiftyDemo.a78 SuspiciouslyShiftyDemo.bas
    2 points
  49. Good troubleshooting! So with your work you have determined that the original 6810 SRAM, WDC controller, and 6532 RIOT are all still good. (Along with the original 2 chips you swapped back in--the 6507 CPU and Atari ROM.) Now, as for the Happy board. The primary IC's are a 6502 CPU, a proprietary 8KB mask ROM, and either three 2KB 6116 SRAM's (earlier boards), or 1 8K 6164 SRAM (later boards). Since your mask ROM date code is 8638 (38th week of 1986) I suspect you have the newer 8KB single SRAM chip board. I'd start by replacing the SRAM chips. I've revived two dead or flaky happy boards by only replacing these. Example eBay listings: 6116 2Kx8 SRAM: https://www.ebay.com/itm/254004576632 6264 8Kx8 SRAM: https://www.ebay.com/itm/223327507834 This is the 6502. It is a common part, and highly unlikely to have a problem from my experience. However, they are cheap if you want to get one to have on hand, eg: https://www.ebay.com/itm/112533588620 This is the Happy's proprietary mask ROM. It has internal logic to switch between two 4KB banks when accessing specific memory locations in the ROM. This part is not easily replaced without possibly creating an extra 'adapter' board that adds the extra bank switching logic to an EPROM, or unless you can find someone to cannibalize one from an otherwise dead donor board... PS: Did you know that "HART" stands for "Happy Atari Rotating Thing" ? ?
    2 points
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