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  1. Updated with the second option. Moon Patrol redux (revision2).xex
  2. Nice. This is what I made for Thom to use as a test rig. He should be getting it this week.
  3. The discs are from the luckybuck (Roland). SynTrend_Graph_Disk_DX5066__synapse.zip SynTrend_Sata_Disk_DX5070__synapse.zip
  4. Impressive score by ZilchSr, over 1,400 points higher than the current Twin Galaxies record. I probably could have pushed my score a bit higher after discovering a few things in the game, maybe pushing low 4,000 points. But all things considered coming 2nd to a world record i'm pretty happy. Congratulations again.
  5. Congratulations to everyone, and I encourage everyone to put something together for next year and keep this alive. Obviously I was disappointed to come last but my original intention was just to get something in to support the contest, the final version of Block on Legs is a much more playable than the abbuc one - I just ran out of time. I'm forcing myself to keep playing and tweaking the levels to make them a bit easier but as there are now 20 it's a bit of a pain in the butt. Hope to release the game soon!
  6. This Analogue thing seems to interact with real Lynx carts! As the cores are programmable it should be fairly easy to create a core that allows writing carts as well.
  7. Let's start out with an overview of CDFJ. Part 2 will go into more detail. The Harmony/Melody contains 32K of ROM and 8K of RAM. Breakdown of its usage for CDFJ is: CDFJ Driver The CDFJ1 Driver is the ARM code that the Harmony/Melody runs in order to emulate a CDFJ coprocessor. The 6507 in the Atari has no access to the driver. Likewise the ARM has no access to the internals of the Atari. While the driver is located in ROM, it is copied into RAM when the Harmony/Melody first powers up. This is because the code runs faster when located in RAM and the extra speed is required in order for the coprocessor emulation to keep up with the Atari. C code & data Unlike DPC+, CDFJ has a dedicated section in the ROM for the compiled C code and its data. It's only 2K though, so you will most likely use Banks 0+ for your C code. Typical usage for CDFJ projects so far has been: Banks 0-5 for C code Bank 6 for 6507 code - OR - Banks 0-4 for C code Banks 5-6 for 6507 code Bank 0 If compiled C code is greater than 2K, it will expand into bank 0. If this occurs it is not recommended to also use bank 0 for 6507 code. Same recommendation goes for the following banks. The 6507 can select bank 0 by accessing memory location $FFF52. Bank 1 If custom ARM code is greater than 6K, it will expand into bank 1. The 6507 can select bank 1 by accessing memory location $FFF62. Bank 2 If custom ARM code is greater than 10K, it will expand into bank 2. The 6507 can select bank 2 by accessing memory location $FFF72. Bank 3 If custom ARM code is greater than 14K, it will expand into bank 3. The 6507 can select bank 3 by accessing memory location $FFF82. Bank 4 If custom ARM code is greater than 18K, it will expand into bank 4. The 6507 can select bank 4 by accessing memory location $FFF92. Bank 5 If custom ARM code is greater than 22K, it will expand into bank 5. If your 6507 code is greater than 4K you should use banks 5 & 6 for 6507 code. So far all of my CDFJ games have only had 4K of 6507 code, though I know John's Wizard of Wor has 8K. The 6507 can select bank 5 by accessing memory location $FFFA2. Bank 6 Bank 6 is used for 6507 code. When a CDFJ cartridge is powered up bank 6 will already be selected. If you've selected another bank then access $FFFB2 to reselect bank 6. Display Data When the Harmony/Melody is first powered on the 4K of RAM holding Display Data is not initialized, so it's up to your code to do so. This was done to keep the CDFJ driver 2K in size. While the Atari cannot "bank in" the Display Data, it can read its contents using Data Streams3. This is how the custom C code will pass information to the 6507. The Atari can also write to Display Data by using a Data Stream. This is how the 6507 code will pass information, such as the current state of the joysticks and console switches, to the custom C code. C Variables & Stack 2K of RAM is dedicated for use by C variables and its Stack. Depending upon your project this may not be enough, so we will go over how to allocate part of Display Data into the C Variables and Stack. ARM The ARM CPU used in the Harmony/Melody is the ARM7TDMI-S LPC2103. It's specs are: 32 bit CPU 70 MHz 32 KB Flash (the "ROM") 8 KB SRAM (the "RAM") Further Reading cd-w posted a few blog entries back in 2009 and 2010: Perfect Harmony Harmony Memory More Harmony They go over how the Harmony/Melody emulate a cartridge (including bankswitching support), the speed differences between SRAM vs Flash, and many other interesting bits of information. Go check them out, you'll be glad you did! 1 CDFJ stands for Chris (@cd-w) Darrell (@SpiceWare) Fred (@batari) and John (@johnnywc), who were involved in its creation. 2 due to the 6507's 8K addressing space, these locations are mirrored multiple times in memory. The mirrors are $1FFx, $3FFx, $5FFx, $7FFx, $9FFx, $BFFx and $DFFx. Any of the mirror addresses may be used. I think of them being located at $FFF5-FFFB due them being right before the RESET and IRQ vectors. The 6507 is a reduced package version of the 6502, which I first learned to program in the early 80s on my Vic 20. On a 6502 these vectors are, by definition, located at addresses $FFFC-FFFD and $FFFE-FFFF. 3 Data Streams will be covered in Part 2
  8. BTW I am working on scanning the manuals but maaan... there's a lot of pages so it'll take some time. My scanner is kind of temperamental. o_O
  9. Well, we're hoping to have as many cores as possible, including ADAM We'll see, it's just the beginining
  10. Last evening I stumbled upon this thread http://atariage.com/forums/topic/291342-xf551-35-clone/, got excited and bought the last internal version of this project. Mounting it will require losing the pylons on my 130XE topcase and cutting into the side of it. My 130XE ( I have another unmodified one ) currently has a Sophia DVI installed like this ( flat cable bent to exit the shield which I currently still have installed ). I still have an Ultimate 1MB board laying around which I haven't felt courageous enough to install yet. And another incoming hardware addon which I purchased from Sleepy are 2 Midi-Mate interfaces , one assembled , one unassembled. Do you start to see where I'm going with this ? 130XE with internal 1 MB upgrade, internal Sophia DVI , internal Midi ports , and internal 3,5" diskdrive ? Ideally since I have an 130XE with only 4 RAM chips and thus lots of space around that area , I would mount the Midi board there and run the Midi ports to the top left side ( maybe using the left pylon hole as a standoff ) ? The Ultimate board I would lay on the ECI port like this (using the hole , not a socket to support like in the picture ) And place the circuit board for the internal diskdrive below the diskdrive like this : Only issue I see currently except for the top case pylons , cutouts and removing the shield is SIO. How would I hookup the Midi interfaces and diskdrive to SIO internally whlist still allowing the SIO port to add other devices ? Could I take a dissambled-circuit-board only SIO splitter to work-around this ? And now I'll stop before somebody calls an ambulance on me to drive me off to the looney bin ( but what about adding a WiFimodem232 <hits killswitch on hyperactive brain>)
  11. This is a project I have been wanting to do for years and with the help of Arcade1up and Edladdin I was finally able to bring it to life however this has been a Nightmare project especially the monitor. It's not done but it's up and running so I wanted to share a couple pictures with everyone. I plan to add a bezel, a better controller board and marquee and side art:
  12. Just received a package of manuals on loan to scan so Statistics will have to wait its turn! Here is a zip file of clean hi res TIF images (480dpi) for you to read, OCR, print or PDF... CHISHOLM TRAIL 1982 PHM 3110 Design and Program: John C Plaister "Adds 14k active memory" Quotations from the Manual: "The steer has a limited firing range". "Destroying a wrangler adds to your mileage but does not help you proceed to the next day". I never did get the hang of this one. ChisholmTrail.zip
  13. Added to table above (sorry... again!) OK had a good go goin' on JBJ but then went to pieces and lost 5 lives on 1 screen reached 3-9 187,350 (think McKong hacked into my Atari and sabotaged my jet boots just before I was about to beat his score!!) Then a mega DSB session "one more go" and then did manae to "rescue" the big diamond and escape, boy do the baddies go insanse. Then level 2 started but I didn't last long! 45,170 at the end of the first level and final Score was 45,830 3 days left for this round folks, I'm going to have another crack on FireFleet to see if it can be beaten (like the video genius guy) and CSG!
  14. If you're just going to be gutting the controller and putting it in a custom control panel, then you might as well just wire new switches to an original controller and just get standard arcade parts. Should be quite a bit cheaper as you don't have to pay for the enclosure twice that way - although you would probably need to do some basic soldering - but the soldering would be about as basic as it gets.
  15. Inspired by jdgabbard's NanoPEB 3D printed case, I created a similar case for my version of the CF7+. While not quite Thingiverse ready, I am posting it here for the group. When printing, I rotate the body case 180 degrees and print with support structures for proper printing. BodyCase_V39.stl BodyLid_V46.stl
  16. What a cool project, thanks for sharing!
  17. http://javatari.org/?PAGE_BACK_CSS=rgb(188,179,143)&ROM= https://atariage.com/forums/applications/core/interface/file/attachment.php?id=673725/Galaxian Arcade.bin Galaxian Arcade.bin
  18. Our pleasure! Shinto is a legend! I agree!
  19. Short answer "No" Jaguar = Games console, Amiga = Home computer. Just because the games have a similar look doesn't make it part of the family. The Amiga wasn't a games machine, it was used as such sure, but also used as a business and general computer too (look at the 2000 to 4000 range). Also the Jaguar's hardware is a step backwards in some regards to a 1200, so it doesn't even make sense in that regard.
  20. Six new titles on diskettes have just been released.
  21. Hand cut labels and the seller won't even say what the actual game is or if it even works. Smells like a combat cart with some glued on plain paper labels added to try and get $25 out of someone.
  22. 4-pin plug is the printer port, RS-232 with one-way CTS handshaking, defaults to 9600 baud for LPRINT. It's completely bit-banged, so it isn't reliable to receive faster than 1200 baud. The Videotex cartridge actually used the video horizontal sync interrupt as a 25x clock to sample the input every scan line for a reliable 300 baud. At some point I rigged it up so that BASIC could use that code, but it really hurt performance. It could also be used with a DLOAD server from a PC. I found some code I wrote a long time ago ('84 in asm and '96 in Pascal!) Last week I think I ran across the Coco that I used it with back in '96 (as a 2600 cart dumper), so I may tinker with it in C next week. Basically it would let me send a small BASIC program from plain text. And that other thing is indeed a disk adapter. WDC1773 is a floppy controller chip. Quad AY-3-8912s? Holy crap that's a lot of sound chips.
  23. Say what? Note: this post should definitely be moved onto the Jaguar forum, there's no dearth of people there willing to share their balanced opinions on this subject.
  24. Uhh..did someone call me? I heard something bout, nuts, screws loose, loose cannon...ok..I'm gone again...
  25. If you are complaining about less than a quarter second delay, I think that is being a little critical. Maybe that's why most people, including myself haven't noticed it. Do you experience any lag in the controller? That would be something which would make or break enjoyment of a game.
  26. I was hoping to have Walid’s Stratego game ported to fbForth 2.0 by Chicago-Faire time, but no go—too much to do and, besides there have been too many distractions in the interim. Life does its own thing, dontcha know? Through no fault of mine (I was driving), one of our cars was totaled. Then, a month later, its new replacement was totaled—again, not my fault. Neither of us suffered any injuries, thankfully. Needless to say, though Brian and I have made significant progress that we have not posted here, fbForth Stratego is nowhere near ready for the coming weekend! Instead, what I will be presenting relates to the development of the SINPLOT program posted elsewhere in this forum. That development revealed a couple of bugs in fbForth 2.0:11 that I should have fixed by Faire time. If anyone has bugs to report, please let me know ASAP! ...lee
  27. The way Moon-Patrol should have ALWAYS been for Atari 8-bit platform... Permanently added to my library. F-AWESOME work from both of you guys!! Bring it on!!!
  28. I still believe that the original layout files should be made public. Even just for the historical value. Curt?
  29. Because of the expanded video RAM you can already make applications for the MK2 that are not compatible with the F18A. So additional new features won't cause more fragmentation.
  30. Waterfall, 40 colors. Philsan_Waterfall.xex
  31. Dedication for sure. I don't think my local group lasted much beyond the start of the 1990s (Dec 1992 was the last newsletter according to a national library search) Sydney, Melbourne and 1 or 2 other places had pretty big groups but I don't think they went on much longer either.
  32. +1 on the second option. Looks really good!!
  33. Ok, I've been updating some Activision info and photos thanks to Daniel. I'm sure he'll be sending me more stuff. Paul gave me more scans and especially end labels of things I'm missing. I'm working on getting everything updated. If anyone has access to foreign versions of carts like CBS or Parker Bros, I have many main labels, but few end labels. I'd appreciate getting the end labels. I know most of the end labels probably are the same as others, but I don't want to assume and will wait until I verify them. I just uploaded the Tigervision cartridge scans. What I noted on the main page for Tigervision and will also say here is that I see several titles that have alternate color cartridges. I don't believe these are genuine to the title, though I may be wrong. It looks like there are secondary labels underneath the main labels. It should be very easy to create such variations. Unless I personally find them in the wild or get the info from a legitimate source, I'm keeping said variations off the list. If these were out there, I think I would see them offered for sale at least once in a while on Ebay. Anyway, I'm hoping to finish the Tigervision boxes within a couple of days, but want to get all the scans I've been sent updated on the site first. Thanks again for the help and I hope to keep getting more. Thanks to Daniel sending me the HERO activision scan, I now have added 2 additional boxes and updated my information describing them.
  34. Like most Data Age games, FM has crappy controls and cheap deaths. Still, I managed to beat it eventually. 3,030
  35. Haven’t heard much from these guys lately, but it seems the faithful are growing weary. That response, though... I think Polymega is debuffing is all. Have your balls been blown off yet?
  36. 569300 is my score for this round, and I had this game ! Good Grafik, but I don't like games , where I must search the exit !!
  37. Well there is at least one website nowadays (possibly not when you wrote the above) dedicated to the reverse engineering of old chips (google Ken Shirriff). I have seen bits and pieces of the Atari schematics and back then almost all the design was manual, with clever tricks used to get the most out of as few transistors as possible. Some of the digital gates are more analogue than digital. Back then even most of the transistors which made up each digital gate were "sized", that is the designer labelled the length and width of the gate for each transistor. What that means is that there is no easy translation from GDS back to VHDL. Any translation would have to be done manually, one gate at a time, just as explained in Ken Shirriff's blog. Some of the regular structures, such as register sets, might at least be a little easier once the design of one "bit" is understood. Back then the design was also multiple clock phase and the design was highliy dependant upon the capacitance of some internal nodes for it to work correctly. That is why there was normally a FMAX (maximum operating frequency) and FMIN (minimum operating frequency) for NMOS circuits. Certainly many modern CMOS circuits can do down to 0Hz (all clocks stopped) to minimise current, or run at some really low frequency (32kHz), waiting to be woken up. I am not a frequent visitor to this website, but I think I have seen threads where this kind of reverse engineering has taken place of Antic and GTIA in order to get the software emulators to be cycle accurate, and to allow FPGA implementations. So the knowledge to reverse engineer the GDS is certainly around in the Atari community. I for one would like to have a high res wall poster of one of the Atari chips (or even curtains given the aspect ratio!). If you have a high res scan you can get fabric, posters or even canvases printed. This would be a way for Curt to get some money out of his ownership of this data, and recoup some of the costs in extracting and restoring the data. Just a thought. regards... --Atariry
  38. Folks, there's something that I wanted to share here in the interest of full disclosure. Rev has kindly offered to present H.E.L.I. at his PRGE booth next week. Folks will be able to test it and present feedback. I'm hoping that this will generate enough interest for... who knows?... maybe a cartridge release? At least Rev says he could make it happen, being the powerful guy that he is. Me? I'm just an amateur weekend programmer having fun. Never dreamed of having a cartridge released. SO, to those that have been contributing with ideas, assets, etc, I want to be transparent. Now, if the cartridge release would go ahead, I'm not setting the price, and I'm not getting a single cent. I asked Rev to donate anything he would normally pay me to charity. More specifically, to the United States Mine Rescue Association, who helps ensure that real folks stuck in real mines get the help they need by real HEROES. Anyway, TIX is already aware and I know he's cool about using his work on a possible release. I just didn't want anyone else contributing to feel like they've been taken advantage of. I would do my best to acknowledge folks for their contributions, but I'm not making money and I can't provide any financial compensation. So, that's it. Let me hear from you. Facebook page: https://www.facebook.com/usminerescue/
  39. Unfortunately I don't. But here's the music files. Track_10.aac Track_9.aac Track_8.aac Track_7.aac Track_6.aac Track_5.aac Track_4.aac Track_3.aac Track_2.aac Track_1.aac
  40. See https://github.com/stella-emu/stella/issues. There are some bugs there, but many of the enhancement issues are the stuff that's missing. In terms of core stuff, we're probably 95% done. Most of the rest are various 'nice to haves' that we'll get to eventually.
  41. You are a really.... brave man. I looked at the circuit-trace soldering... my immediate reaction.... BEAUTIFUL job, there... that's laborious, without mentioning the skill and patience required.
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