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  1. Hi, I wanted to present to you my version of the Atari 7800 SD cartridge. What you can see in the photos is a prototype version on which I learn how to use. The cartridge will be operated using four buttons and the display, of course, it will be in the housing. For correct configuration, the cartridge uses .a78 files and the header. As of today, it supports 4k, 8k, 16k, 32k, 48k files - without banking, 64k, 128k, 256k, 512k with banking. In addition, 16k RAM for $ 4000 and POKEY for $ 4000 and $ 0450. Various combinations are possible. Also supports Absolute and Activision. Below is some evidence that I am writing the truth: Demo Multi-Lock On, 512k + Pokey $4000 Demo 1E78, 128k + RAM Double Dragon, 128k, Activision F18-Hornet, 128k, Absolute E.X.O, 256k + RAM Donkey Kong XM, 144k + POKEY $0450 Bentley Bear's Crystal Quest, 144k + POKEY $4000 or $0450 Rescue on Fractalus, 32k + RAM. Can you confirm that the graphics are displayed correctly? The lower bands are due to the fact that the game is NTSC and I run it in PAL. Ultimately, the cartridge will also have a USB connector that will allow you to load files directly from a computer. I've already tested it and it worked. I'll be back from vacation in two weeks, I'll spend a few more days testing with different files and designing the final version. If you have any suggestions or ideas, please write. And there is also a sticker on the cartridge, designed by a colleague of MotionRide:
  2. Though I retracted my post, I appreciate the comment anyway. I'm not trying to be hyper critical of Amico, and so I don't think I'm going to post in this thread any more. I appreciate Tommy's story and unlike the Atari folks, I think Intellivision has a plan that will be successful with Amico. I especially feel for his family loss and his reasons for the 10/10/2020 launch date that he talked about in their last promotional announcement. For that reason, I wish he could have mad the original launch date. I lost a sibling years ago, and that's why I hang out here on the boards and dabble in classic game development... just trying to recapture something I lost. I can understand why he wanted to make the launch date and how hard it must have been to let it go. Memories of an "Atari Fund" my brother and I started as kids to save up for an Atari, and fought over... until our mom got tired of us fighting about it and told us we were getting one for Christmas. Or when my brother got his first job and ran out to buy an INTV 2. We played that thing for hours. We didn't always get along, but we did when we were playing games. I don't know... I want the Amico to be successful. I'm not here to offend anyone or insult anyone.
  3. I finally got around to cleaning up some of the WIP code that I had for a8rawconv and implementing some missing support for different disk geometries than 40 track single-sided. Attached is a8rawconv 0.94. There's a lot of changes under the hood for the multiple disk geometry support, so there may be bugs lurking, but the intent is to try to do the right thing by default -- default Atari decoding uses 40 track single-sided, decoding to ADF or VFD selects 80 track double-sided, etc. Changelog: Updated help file, now has a TOC. Windows 64-bit build included. Double-sided and 80-track formats are now supported (-g). Dumping up to 42 tracks at 48 TPI or 84 tracks at 96/135 TPI is supported (-g 84,2). New decoded format support: Atari XFD (read/write), Apple II 5.25" ProDOS order (read/write), Apple II / Mac 3.5" 400/800K DSK (write only), PC 160K-1.44M VFD/FLP (write only), Amiga 880K ADF (write only). Double-density ATR images and XF551-compatible double-sided encode/decode are now supported (-g 40,2). Sector interleave can be changed for encoding (-i). -i xf551-hs, for instance, will encode double-density disks with 9:1 interleave instead of 15:1, and -i none will use 1:1 interleave. Added support for high-density 2us FM / 1us MFM timing and high-density drive select (-H). 179X/279X MFM decoder now has relaxed sector size and side address field validation to better match FDC behavior. Address CRC errors are now encoded properly from ATX to raw flux. Added flux timing analyzer to display a histogram of flux transition spacing relative to expected (-analyze). ATX image handler supports enhanced density tracks and extended long sector size encodings, sectors outside of the normal range, and better compatibility for long sector error encodings. The creator ID is now set. SCP hardware handler now auto-handles COM ports above COM9, decodes hardware errors to readable messages, shuts off the drive on an error, and allows lowering revolutions for reading below 5 (-revs). When reading from an SCP directly, a8rawconv automatically switches to 8-bit flux timing encoding when the SCP hardware runs out of memory with the default 16-bit encoding. This can be required for unformatted tracks or for 5 revs on a 1.44M disk (200ms / 3us avg * 5 * 2 = ~660K > 512K). Add heuristics to try to detect the track data list layout of an SCP image to work around ambiguity in the file format spec. If this fails, the layout can be overridden with the -if switch, e.g. -if scp-ds40. SCP write format updated to latest 2.20 spec -- 84 tracks now supported, timestamp and footer added. Drive type is varied based on geometry to try to provide best compatibility depending on whether tracks are supposed to be physically spaced at 48 or 96/135 TPI. SCP images written from synthesized flux timings by encoding sector data are marked as normalized non-preservation. a8rawconv-0.94.zip
  4. Making a status update. I have not had much time for hobbies in August. I have put a lot of effort into physical design, because I really wanted to. I made paper prototypes of the Front Panel where the common ports are. Some will finally migrate to the back, like VGA and printer ports, but SD slots, joysticks and PS/2 belong in the front. This is ready to get lasered out of wood, or acrylic (the intended final form) but Covid makes that a big deal to go do. (At Hackerspace, must wipe down computer, laser, and work area before and after use.) The "floor plane" is also paper prototyped and ready to laser. It holds 8 card rails (Bivar), the front panel PCB (including ATX power connector) and has ventilation slots for air to flow up between the cards. A laptop blower fan points into there. I have re-routed the CRU and BIOS boards a couple times with changes. The CRU has one master connector for I/O that goes to the front panel PCB. A riser from this PCB has the physical ports sticking out. The front panel PCB also has individual box headers for peripherals that follow PC97 standards like RS232, VGA, AC97 audio. So there is the alternative of plugging in PCI slot brackets, the kind that come with ribbon cables, if you want to put this in an ATX case. (If you bought an F18A, you are familiar with the VGA slot bracket with ribbon cable. That's what I'm talking about.) I have not found any standard PCI slot bracket pinout for PS/2, though. There will be a header for the GamePort bracket, to which you can hook up one of the 15-pin MIDI adaptors. I verified that you can still buy all these PCI slot brackets for cheap. (FWIW, the internal cards also have holes at the PCI spacing.) I had a neat idea. There are now two TMS9901 chips. One of them is mapped at >2000, privileged space. It handles the real interrupts and some peripherals like PS/2 and SPI for the BIOS. The other is mapped at >0000 for compatibility. Its pins are wired to the actual joystick pins and 4A keyboard (if you want one, there is a connector kit.) The 2 interrupt status bits are fed to it by the other 9901. The MDOS keyscan bit and others are connected, too. I am trying to achieve maximum compatibility with MDOS/GPL in real chips, while offering a new BIOS layer that uses all the interrupt levels of the 99105. The 9901 timer is also there for user access. The one at >2000 is reserved for the BIOS, which might use it to implement multitasking. I still need a way to spoof the 4A keyboard lines from the PS/2 keyboard-- I imagined the FPGA doing that--it should look like an 8-byte RAM. But now there is a real 9901 onboard, not a simulated one. The goal is maximum compatibility with games that directly read the keyboard, without introducing an I/O coprocessor. Audio/Video I'm not putting effort into this now (I want to get back to the 9958). But here is an idea I had. The audio card--packed with goodness--on its current PCB layout it has room for 6 more 1/8" jacks in front. A TL084 op-amp and a jack can be as cheap as 20 cents. It already has the AC97 connector for the standard LineIn/Mic/Headphone-LineOut. I had the idea of making each separate analog signal output on its own jack. (otherwise they get mixed digitally.) So you could take just the Speech output, pass it through your favorite sound effect module, and then route it back to LineIn. Then, in the digital mixer (Speech has both digital and analog) mute the Speech, and pass LineIn through. Another thing you could do is take any of the "dry" sound chip output channels and put them through your own reverb unit or mixer. Four months to go or I'll have to call this "2021".
  5. Hi TI-99/4Aers! I am currently writing a text adventure, "Tristam Island", for retro (and some handheld) systems. I am aiming for about two dozen of different ports: Commodore 64, PET, VIC-20, Apple II, Amstrad CPC, TRS-80 CoCo, Atari 8-bit, Atari ST, Amiga, Spectrum, etc. (but also Dreamcast, Game Boy Color, Game Boy Advance, and Nintendo DS !). Today, I have exciting news to share with you: I will be releasing this text adventure for the TI-99/4A! As far as I know (correct me if I'm wrong), this will be the first text adventure that uses Infocom's tools to be released in 30odd years! If you recall, Barry Boone was the first to figure out how to reuse Infocom's interpreter with different game data; this was used to release post-1984 Infocom games like Ballyhoo or Leather Goddesses of Phobos, after Infocom stopped making official versions. Boone's interpreter also provided fixes, and compatibility with 80-column displays, and the Geneve. The tricky part was managing to massage the game file into the format chosen by Infocom (two D/F 255 files). With help from Boone himself, and from Shift838 (who helped me getting started with the TI-99/4A and hacked the disk image to load the correct things), I wrote a Python script that takes a ".z3" Z-Machine file, and outputs the two files needed by the TI-99/4A interpreter, in the correct format. I am happy to release this script for all to use, on my Github account. The simplest way to use it is to take an Infocom file (zork1.dsk for instance) and name your game ZRK1.z3; the Python script will give you 2 files that you can copy (using TI99dir) inside zork1.dsk, overwriting the Infocom game files. All that remains is hacking the other files to get it to display something else than "Zork" in the title menu; if you bug Shift838 enough, I am told he might consider building a user-friendly tool which does that hacking for you I hope you're as excited by this as I am! If you want more regular updates on the game, you should follow me on Twitter (@hlabrande); if you want to get notified of the release, you should follow me on itch.io! And of course, a big thank you to Barry Boone and Shift838
  6. 8 points
    is playing Atari at dawn...
  7. The Atari engineer who worked on the 1600 (cross between 8bits and PC) has posted some new pictures on Twitter. The keyboard seems to say "Toshiba" and look similar to the T200 one.
  8. Ever want to beat Fathom for TI-99, but can't be bothered to locate all the stars? Or just want to see what the world looks like, as a whole? Here is a Fathom TI-99 worldmap which gives the locations of all stars for all nine levels, attached, for anyone who gets stuck at some particular level. Created this in the course of my recent Fathom deep dive. A complete playthrough for all levels is also available here. But probably it'd be more rewarding to just play it for yourself. I really, really like this game, and as far as ports go, prefer the TI-99 controls to the CV and INTV control design. Among other things, I really appreciate the attention to detail in having the seaweed patterns be continuous between screens, across the underwater map.
  9. Manpupunyor rock pillars This scene looks like a science fiction illustration or an LP cover but is a real place in Troitsko-Pechorsky District of the Komi Republic, north Russia 34 colours drpeter_Komi.xex
  10. Having the original cart always "feels" better to me, but if you dont have the original cart, the Harmony is DEFINITELY the best option. Well worth the money. It is a *must have*.
  11. That is a solid video. I tried interjecting some perspective, but I guess it may have not been welcome 😆 #shill2020 #itried
  12. It only makes sense to me seeing as there are already a decent number of 2600 SD carts that have that covered.
  13. I had a very solid Astrosmash score this spring. Worked very hard to get it submitted to Twin Galaxies but it fell apart. Their website security is broken and their volunteer staff are, well... volunteers. Couldn't get any traction. In Shark! Shark! news, I don't think I'm going to do much better than this.
  14. I don’t really have any of the cool promo stuff you guys show here. I did however remember that I had this mail in item from my Commodore 64 days. The flyer has a small type in program to make your own Pitfall Harry on the C 64. This was actually mine from back in the day. I’m not sure if I’ve ever seen it in another collection.
  15. Yeah unfortunately to communicate you both have to have someone willing to speak but also someone willing to listen - and that just ain’t ever going to happen
  16. Here is a complete set of source files that will assemble to the latest known version of MDM5. The assembly process in this zip archives uses the MDOS batch file "ASS" and the Link file "LINK1" to put the various modules together. The code is from the V1.29 codebase, but to differentiate this from any future versions, I numbered it as V1.60 should there ever be a question on its origin. If you have any questions, just ask. Beery MDM5-V129-V160.zip
  17. Another week, another Penult demo. Demo 15 has been added to the first post. This version fixes a sloppy error that made the dungeon unplayable in the last demo (discovered by @MissCommand). Additionally, I've changed the death penalty again to be even less harsh. The game is challenging enough on its own without making death set the player too far back. So, with this version, getting killed will make you lose all of your gold, but you keep your armor, weapons, and equipment. We shall see if this works well, or if it goes too far on the lenient side. Hopefully this will be the last demo I release for a while. I'm making good progress on the main game. Right now I'm working on the endgame. That doesn't mean that everything else is complete - just that the endgame is the part of the game I'm working on now. Edit: Demo 16 added to fix minor restore issue.
  18. Btw, I trust and recommend you as I have purchased a couple of your Lynx SD carts. Anyone unfamiliar with rj1307 should buy with confidence once this becomes available.👍
  19. Ripped-off from Inspired by Mytek's Transkey-II Stereo Interface, I created the Atari 400 multi-port doodad: This provides a ps/2 port for a Transkey-II keyboard, an S-Video port for the UAV, and a 3.5mm audio out for any of the various UAV Audio Companions (stereo/mono switchable via jumper). All the connecting wires fit out the hole for the RF cable because I didn't trust myself to modify my Atari 400 case. Here is the physical board, doing it's thing, with and without cables attached: These are the parts used: Custom board: OSH Park Mini-din 6-pin socket: Jameco 11945 Mini-din 4-pin socket: Jameco 140791 3.5mm audio jack: Jameco 2161553 straight single headers: Jameco 160882 (breakaway, only need 2 pins but who doesn't need more of these?) right angle double headers: Jameco 203932 (breakaway, makes two 5x2 right angle headers) shorting jumper: Jameco 19141 female crimp pins: Pololu 1930 crimp connector housing, 2x5 pin: Pololu 1913 crimping tool: Pololu 1928 26 AWG wire: Amazon It works! Future improvements could include a 3d printed case and maybe a shielded 9 wire cable instead of loose 26 AWG wires.
  20. Cleaning up the file select screen. I have mostly pulled away the chonky text, added a delay for long filename fetch, and made the long filename more easily seen, as well as made the < > pagination keys more visible. (IGNORE THE MISSPELLED OPTION, I have to type inverse chars as hex!)
  21. Its been a while but I'm happy to say that my SAMS 4M card is up and running (thank you Ksarul!). I had a bad DALLAS SRAM that was giving me intermittent fits so I switched to ZEROPOWER SRAM and now I'm showing the entire 4M and, it seems to be stable so far. I've paged and written to all 1024 pages several times successfully; I'll continue to work with it and use it as my main memory expansion card.
  22. The EWJ4 trailer has reached 125K views. Combined with the event video, Tommy has placed 2 videos on the top 5 most watched in their channel over the last 7 days. (the channel has more than 10 videos, but somehow Youtube only shows 10 today when you select "most viewed" due to some bug).
  23. I don't have too much left to share but JayAre's Ice Hockey poster reminded me that I have a couple of them framed. I need to hang them but I'm out of wall space in my gameroom.
  24. This might be a cool game to have on Amico. Or perhaps the Vectrex that Tommy wants to bring back. By the way this game is a prototype but looks interesting and it's unique.
  25. I can't resist. (Sorry) Forth Assembler Length of labels : 31 chars Speed : Single pass, pretty quick Max Lines : disk size Structured loops : YES Structured jumps : YES Linker : Forth is the linker Interactive : YES Macros : YES Source Available : YES We now return to our regularly scheduled program...
  26. I am indeed the creator of this tool. I use it to make Pascal and Assembler programs in P-code. With this tool I also have a quick way to see the contents of a disk (and the files) and to move the files (by save them first to windows) to an other disk. I noticed now the error in the text files transferd from windows to the disk and i will fix it in version V2.2 I was not able to reproduce the right click error in the file-popup, but i notice that the last popup was still visible when i click om 'empty', i will fix this too. When there are other problems with this popup or with this program, let me please know. With version V2.1 you can edit a disk that is in use by the emulator, this was not possible in version V1.0. So you can ignore what is told about the need to swap the disks. With ReLoad and ReSave you can reload or resave the disk that is opened with 'Open Disk', it is a quick way to save and load, but I think, that I do not need to tell, that you have to use it with canniness ... 🙂 When you click on ReLoad in stead of ReSave your changes are gone. Use ReLoad when you made changes on the disk in the emulator, that you want to see in the tool. Use ReSave when you want to save the changes, you made on the disk in the tool, to the disk-file. I did no see the benefit of building in a "are you sure" popup .... With 'Open Disk' you can open also some P-code disks that do not have the TI FDR, so you can read P-code disks from some other computers. The way i used this tool at the moment: 1. Open disk1 with 'Open Disk' 2. Open SYSTEM.WRK.TEXT at the disk in notepad with right-click 3. Make changes in the programfile 4. Save and close notepad 5. Click ReSave 6. Compile the program 7. When there are some errors I right-click on SYSTEM.WRK.TEXT and make the canges in notepad (at this moment there is no need for ReLoad) I repeat 5 till 7 until the program is ready
  27. Found in Spain .... Intellivision console, American 2609A with 125/220 power supply for the Spanish market .... who knows why they haven't made a specific one for Spain as well as in other European countries?
  28. Great video with only one problem; it tries to to employ sense and logic with response to the comments. All rings true to me, but figuring that may not be the case for those that made the comments.
  29. Some progress... Rescue Terra I: 77850. This is a really fun game. Espial: 11880 Condor Attack: 17753
  30. This makes me so sad. VBXE is not using a PC with an NVIDIA card. You're still bound to 6502, it's what Atari should have done in the early 80s, rather than sticking with 1978 technology through the EOL of the 8-bits in 1992. If you code for the VBXE you will see it as a natural extension of what should have happened. It has a display list. It is scanline based. Few more pixels per line, few more colours. Same overall feel. This shitty attitude towards only the VBXE kills me. 10+ years and it's treated as the red headed step child. Since the early 80s we accepted RAM upgrades. We accepted stereo pokeys. We accepted faster serial devices. We accepted parallel devices. We accepted CF cards not SCSI HDDs. Covox for 4-channel 8-bit audio. Atari released a garbage 80 column solution in the XEP-80. But god forbid, we have a device that gives us some better colours on screen. It's shunned as the worst thing ever. Why is this? Please - as an Atari user since the heavy-sixer of 1977 (which I still own) - why is the VBXE pretty much single handedly pointed out as the only 8-bit upgrade to get universally shit on? I implore you - try Sparta DOS X with Sparta Commander set up properly, and Last Word with VBXE drivers. It's still 8-bit Atari but "next generation".
  31. Haha yep I got burnt old school style. I'm sipping some cold water now to recover. I bet he wrote that reply, put his phone down, and started to raise the roof in joy.
  32. Holy fuckin' shit! This is awesome!!! You are gonna sell a fuck ton of these if your plan is to share with the public.
  33. I know this is for old pics but I just spent a number of hours cleaning up my Atari Desk so I figured I would share it here. All the Percoms work. The Atr-8000 is still a work in progress.
  34. Off topic a little but I took a picture of my Ken Uston books. They came as a set...
  35. Have there been any gaming partnerships about hot sauce?
  36. My advice would be to start with bite sized chunks of code. Pick a task or an action and the code that standalone. Understand how it works and experiment and then when you feel comfortable and have achieved your goal, add something else. Trying to create a magnum opus from the get go will be hard work. It's like picking up a paintbrush and deciding to paint the ceiling of the Sistine chapel without any previous paining experience - it's going to be a rough journey and will probably end up being overwhelming When I started learning 7800Basic, that was the approach that I took. I started figuring out concepts incrementally, each new little project or piece of code was to learn about a feature or element of the language. I started with things like sprites sprites and figuring out the limitations of banks and blocks. Then I moved the sprites, then I animated them, then I collided them, then I exploded them. Once I was happy I started the next learning chapter, maybe that's reading control inputs and combining that with moving a sprite, or maybe it's tiles and having sprite and tiles working together. Maybe that next part is learning about how logic works in the language, if..then..else, and..or etc and making decision in your code based on conditions. Eventually I strung those learning "chapters" together and started to make code that if you stood back 20 ft and squinted a bit, it looked a bit like a game. The concept here is this : start small and build. 7800Basic comes with a bunch of really good examples. Use them and tweak them until they break, figure out why and tweak them more. I learned a huge amount from the examples and experimenting with them.
  37. I only have two macrogroups: Group 1= the ones I own Group 2= the ones I don't own It makes life less complicated
  38. Giles N

    Rikki & Vikki

    @TailChao Have you considered a Rikki & Vikki release for the EverCade handheld? — Perhaps if you struck a deal with other indie-developers, you could figure out a sort of collection of games to pack on a Cartridge, and still have revenue or get attention?
  39. Funny, but something like that could work if you don't mind a possibly glitchy image until it gets figured out. My initial idea was to use a sprite with a logo for BUS, with one player as the object and one in the background behind the player. All collision registers are cleared before the graphic and on a working console, no collisions should be set afterward. Maybe with an audio cue and color change when testing passes. This could be done in multiple lines. Basically, it would try stuffing all bits low first. The sprite should be at least 8 lines high, and the background sprite would be something like this: .byte %10000000 .byte %01000000 .byte %00100000 .byte %00010000 .byte %00001000 .byte %00000100 .byte %00000010 .byte %00000001 The "main" sprite can be anything, as long as bits above are clear. Then, bus stuff the sprite for 8 lines and record collisions on each line. If any bits fail to stuff, collisions will be set and the failing bits can be recorded. For the main color, pick a high luminance, and a low luminance for the background sprite, but brighter than the background. The current BUS driver can stuff low or high on any bit. If stuffing low fails after a time, then you can try stuffing high. It would work like the above but with inverted graphics (could be transparent by swapping background and player colors.) Then, see if any of the low bits will work by stuffing high. The BUS driver can deal with up to two bits that fail to stuff so that alone should "pass" most consoles pretty quickly. To keep the driver simple, I will probably leave it up to the programmer to determine what bits to stuff low, what to stuff high, and what bits failed to stuff high or low. The bits failing to stuff, if any, would be specified in a mask register passed to the BUS driver so it can handle these bits in a different way. This way we can write the driver soon and let programmers sort out the best methods for stuffing detection later. Once the BUS driver is written, y'all can create these bit detection screens Shouldn't be too long...
  40. Nah. For me Next is pointless. Even VBXE or Rapidus. If want more colors or fast cpu, I have PC. If I want old computer, I have genuine old Atari. Even FPGA Atari seems pointless to me, PC emulators offer more features. I simply see no use for device like that.
  41. In celebration of the lameness surrounding atari vcs I just ate plain tacos. A shell, minimal un-flavored beef, and a smattering of mild cheese. Nothing else!
  42. In case anyone's intelligence hasn't been insulted today, then I've got the article for you. It sounds like it was written by a bot that was forced to read through hours of posts on the VCS fan page.
  43. It's not hard to ignore him at all; you and anyone else can simply add him to your list of "Ignored Users," which is exactly how that feature is intended to be used. If someone makes a comment in this thread or any other about the Amico, there's no rule which states that Tommy is not allowed to respond to it just because it was made outside of "his playground." We haven't singled out any other users here for that kind of unfair treatment. If the people in this thread don't want Tommy to come here to respond to comments about the Amico, keep the thread on topic and refrain from making comments about the Amico, and then he won't have a reason to do so. Seems simple enough to me.
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