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Posts posted by e5frog
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2 hours ago, jgkspsx said:Does anybody know who owns the rights to the Channel F and its games? Is it still Zircon (https://www.zircon.com)? The Evercade folks expressed interest in releasing a Channel F compilation for the Evercade, and that would be amazing!
I asked Zircon once, wasn't able to squeeze a reply out of them.
Considering the Multi-Cart I decided not to ask again, would be quite crappy if they got involved claiming rights.
Great for Evercade if they get/pay for permission, probably bad for everyone else.-
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2 hours ago, atari2601 said:@e5frog do i just need to write that to a .asm file and compile it?
im getting the error Fatal assembly error: Source is not resolvable.
If I copy your code and save it as a text-file with suffix .asm - it works just fine.
So I don't know what you're doing differently.
The suffix doesn't matter at all, you can use .xxx as suffix or none at all, you type what file dasm is going to compile.
Using .asm is just to make it easier for you to know what's in the file. -
No need to involve sleiszatrio, the code is standalone, no need for any other code.
You use dasm.exe to compile it from command prompt:
dasm codefilename.asm -f3 -oFILENAME.bin
Your sample data sounds like some sort of thump or maybe like a puff when a steam engine is about to start.
Try this:
; The format is 0 ; High value is 140 ; Low value is 110 .byte $FF,$03,$02,$1D,$B5,$02,$02,$02,$02,$02,$2A,$18,$02,$03,$11,$2A .byte $6F,$65,$59,$76,$4E,$3F,$37,$43,$36,$01,$32,$42,$31,$3F,$52,$43 .byte $2A,$44,$0C,$0B,$0F,$17,$45,$3B,$2D,$3D,$3D,$0D,$2F,$02,$0E,$2D .byte $39,$3E,$28,$0E,$0B,$08,$30,$3C,$2E,$39,$38,$13,$09,$0A,$2D,$39 .byte $2D,$3C,$39,$1B,$04,$01,$03,$03,$34,$39,$29,$3D,$2B,$33,$3A,$37 .byte $2B,$3D,$2D,$32,$42,$02,$03,$2D,$25,$44,$2B,$25,$56,$0C,$09,$92 .byte $0B,$0B,$A9,$44,$0C,$44,$5B,$07,$4D,$5B,$0C,$2F,$58,$0D,$5E,$47 .byte $08,$0B,$0C,$2B,$49,$08,$0D,$0C,$0C,$02,$1B,$0E,$16,$01,$03,$02 .byte $0F,$0F,$02,$35,$0A,$0C,$09,$2A,$48,$10,$0B,$0A,$25,$10,$1A,$02 .byte $10,$44,$15,$2F,$39,$25,$2B,$23,$2C,$84,$32,$14,$42,$16,$02,$02 .byte $3A,$89,$6D,$2A,$56,$02,$0D,$4C,$32,$21,$38,$2B,$6B,$52,$4A,$30 .byte $39,$24,$33,$8C,$3B,$3B,$FF,$69,$C0,$8D,$AA,$A1,$DE,$93,$FF,$5B .byte $CB,$80,$2C,$2E,$8D,$3D,$2C,$1F,$02,$0A,$02,$03,$02,$02,$30,$02 .byte $06,$18,$02,$0F,$02,$05,$02,$03,$02,$02,$03,$02,$2C,$02,$03,$01 .byte $0B,$02,$02,$02,$03,$02,$02,$02,$02,$02,$02,$02,$03,$04,$02,$02 .byte $05,$02,$02,$03,$02,$02,$02,$0B,$02,$0E,$02,$03,$01,$0C,$02,$06 .byte $03,$03,$01,$03,$02,$06,$02,$02,$02,$06,$02,$03,$1A,$02,$03,$02 .byte $02,$15,$03,$02,$02,$02,$4B,$2B,$02,$06,$02,$0B,$02,$24,$3D,$01 .byte $03,$02,$02,$0B,$01,$2B,$0B,$01,$03,$02,$49,$45,$39,$36,$37,$02 .byte $02,$02,$03,$01,$03,$02,$02,$02,$3B,$02,$02,$4B,$2A,$2E,$3E,$31 .byte $39,$30,$37,$41,$3C,$33,$33,$28,$32,$3A,$8B,$78,$AB,$39,$36,$30 .byte $3C,$2D,$2F,$3F,$3B,$2B,$9D,$53,$2F,$2D,$3B,$26,$45,$19,$02,$02 .byte $3D,$48,$3B,$2D,$39,$2F,$32,$22,$02,$01,$09,$09,$2F,$41,$35,$30 .byte $3B,$02,$02,$2E,$2D,$01,$03,$02,$02,$03,$01,$29,$02,$02,$02,$02 .byte $03,$01,$2B,$01,$03,$01,$03,$02,$02,$3A,$3B,$2D,$3B,$03,$01,$3A .byte $33,$34,$02,$02,$02,$02,$4C,$46,$20,$4C,$30,$22,$43,$32,$3F,$4A .byte $28,$32,$3E,$28,$43,$3A,$64,$66,$2F,$1E,$87,$32,$03,$02,$85,$41 .byte $36,$30,$A4,$26,$3D,$2F,$2D,$94,$BE,$A4,$47,$1D,$02,$2E,$2A,$03 .byte $12,$02,$25,$02,$15,$02,$03,$02,$0B,$01,$04,$02,$09,$02,$0F,$02 .byte $0A,$02,$03,$02,$03,$02,$0B,$02,$03,$02,$02,$02,$03,$01,$03,$02 .byte $03,$02,$02,$02,$06,$03,$06,$15,$03,$04,$02,$03,$02,$04,$02,$03 .byte $02,$03,$02,$0A,$02,$04,$02,$03,$02,$04,$02,$0B,$02,$08,$02,$03 .byte $02,$03,$02,$03,$02,$07,$02,$02,$02,$03,$02,$08,$02,$07,$02,$02 .byte $03,$03,$02,$04,$02,$04,$02,$02,$03,$02,$03,$03,$02,$03,$04,$06 .byte $04,$04,$03,$02,$03,$02,$03,$02,$03,$02,$02,$03,$07,$02,$02,$02 .byte $03,$03,$08,$02,$07,$02,$03,$02,$03,$02,$05,$02,$09,$03,$03,$02 .byte $03,$03,$02,$03,$03,$03,$03,$02,$03,$03,$03,$03,$09,$02,$08,$03 .byte $03,$02,$02,$02,$06,$03,$09,$03,$03,$03,$06,$02,$02,$02,$03,$02 .byte $02,$03,$03,$02,$02,$02,$02,$01,$03,$02,$03,$02,$03,$03,$02,$06 .byte $02,$02,$03,$03,$02,$03,$03,$02,$03,$03,$0A,$02,$03,$03,$05,$02 .byte $03,$03,$02,$03,$03,$02,$03,$03,$04,$03,$02,$03,$03,$02,$03,$03 .byte $03,$03,$03,$02,$03,$04,$03,$03,$02,$02,$02,$02,$03,$02,$03,$05 .byte $02,$03,$02,$03,$03,$03,$04,$02,$03,$02,$02,$03,$03,$03,$04,$02 .byte $02,$03,$03,$04,$02,$03,$02,$03,$03,$09,$03,$02,$03,$02,$02,$07 .byte $03,$05,$02,$06,$03,$02,$03,$02,$01,$02,$03,$02,$03,$02,$03,$02 .byte $03,$03,$05,$06,$02,$02,$02,$03,$02,$02,$02,$03,$04,$06,$03,$03 .byte $02,$02,$03,$02,$03,$02,$02,$06,$03,$03,$0F,$03,$03,$01,$04,$02 .byte $16,$02,$03,$02,$04,$02,$03,$02,$03,$02,$02,$03,$03,$03,$02,$03 .byte $01,$02,$04,$04,$03,$02,$03,$02,$03,$02,$02,$02,$03,$02,$02,$03 .byte $04,$03,$03,$02,$02,$02,$03,$02,$03,$02,$02,$02,$02,$03,$04,$02 .byte $02,$03,$03,$03,$02,$02,$03,$03,$02,$02,$02,$03,$02,$02,$03,$03 .byte $06,$05,$03,$02,$03,$02,$0A,$03,$03,$02,$03,$02,$02,$02,$02,$03 .byte $03,$03,$02,$03,$03,$02,$02,$02,$03,$02,$02,$02,$03,$02,$03,$02 .byte $03,$06,$02,$03,$02,$02,$03,$02,$02,$05,$03,$03,$05,$05,$03,$02 .byte $02,$03,$02,$03,$02,$02,$04,$03,$03,$05,$02,$03,$02,$03,$03,$02 .byte $03,$02,$02,$03,$02,$03,$02,$02,$01,$02,$03,$03,$02,$02,$02,$03 .byte $02,$02,$02,$03,$02,$02,$02,$04,$02,$03,$03,$03,$03,$03,$02,$04 .byte $03,$03,$02,$02,$03,$03,$05,$03,$02,$02,$02,$02,$02,$02,$03,$02 .byte $02,$03,$04,$06,$03,$03,$03,$05,$02,$02,$05,$03,$07,$02,$07,$02 .byte $03,$02,$03,$02,$06,$01,$03,$02,$06,$02,$03,$02,$03,$03,$03,$02 .byte $02,$02,$02,$02,$03,$02,$03,$02,$03,$02,$03,$02,$03,$02,$03,$02 .byte $0A,$02,$07,$02,$0F,$03,$0B,$02,$03,$02,$02,$02,$03,$05,$02,$03 .byte $02,$03,$02,$03,$02,$02,$02,$03,$02,$03,$03,$02,$02,$03,$02,$03 .byte $03,$03,$03,$06,$02,$02,$03,$02,$02,$07,$03,$03,$02,$03,$02,$06 .byte $03,$09,$02,$04,$02,$06,$02,$02,$03,$03,$05,$03,$03,$02,$02,$03 .byte $04,$07,$03,$03,$02,$02,$03,$04,$05,$03,$03,$02,$03,$03,$03,$03 .byte $06,$05,$07,$03,$23,$02,$02,$03,$02,$02,$03,$02,$03,$02,$02,$04 .byte $03,$03,$02,$02,$03,$05,$05,$03,$03,$03,$03,$03,$02,$03,$04,$02 .byte $03,$02,$03,$03,$04,$02,$02,$03,$03,$03,$03,$03,$05,$02,$03,$02 .byte $02,$02,$02,$03,$02,$02,$02,$03,$02,$02,$03,$03,$03,$02,$02,$03 .byte $04,$07,$05,$03,$03,$03,$02,$02,$03,$03,$02,$04,$03,$02,$03,$02 .byte $02,$03,$05,$03,$05,$02,$03,$02,$04,$03,$07,$02,$05,$03,$02,$02 .byte $03,$03,$04,$02,$03,$02,$03,$03,$04,$03,$02,$03,$03,$02,$02,$02 .byte $05,$03,$03,$03,$03,$03,$02,$03,$03,$02,$02,$03,$0A,$03,$03,$03 .byte $03,$03,$03,$01,$06,$02,$02,$03,$02,$03,$02,$02,$03,$02,$02,$02 .byte $02,$03,$02,$03,$02,$05,$02,$11,$02,$03,$07,$03,$03,$02,$02,$02 .byte $02,$03,$02,$06,$02,$02,$03,$02,$03,$02,$02,$03,$02,$02,$02,$03 .byte $06,$03,$06,$05,$03,$04,$02,$02,$03,$03,$04,$03,$02,$02,$03,$02 .byte $0A,$02,$03,$02,$03,$03,$04,$02,$04,$03,$07,$02,$03,$03,$03,$02 .byte $04,$03,$03,$02,$03,$03,$02,$03,$02,$03,$02,$05,$03,$02,$03,$03 .byte $03,$02,$02,$02,$03,$05,$02,$02,$03,$03,$02,$02,$05,$03,$03,$02 .byte $02,$03,$03,$06,$02,$02,$02,$03,$03,$06,$06,$02,$03,$02,$02,$03 .byte $02,$03,$02,$02,$03,$02,$03,$02,$04,$03,$02,$03,$02,$02,$03,$02 .byte $02,$02,$03,$02,$02,$02,$03,$03,$02,$01,$02,$02,$03,$03,$05,$05 .byte $04,$05,$05,$03,$06,$02,$03,$01,$03,$03,$09,$03,$02,$02,$02,$03 .byte $05,$03,$02,$02,$02,$03,$02,$02,$03,$02,$02,$02,$03,$02,$02,$02 .byte $03,$04,$04,$06,$04,$06,$05,$04,$06,$04,$03,$03,$02,$03,$04,$03 .byte $04,$07,$04,$05,$04,$05,$04,$04,$02,$02,$03,$03,$05,$03,$07,$04 .byte $05,$04,$04,$03,$02,$02,$03,$02,$03,$01,$04,$05,$03,$03,$07,$03 .byte $05,$02,$02,$02,$04,$05,$06,$03,$06,$06,$03,$03,$06,$06,$03,$05 .byte $04,$05,$03,$02,$02,$03,$03,$05,$07,$03,$05,$06,$04,$03,$08,$02 .byte $03,$02,$02,$02,$03,$05,$04,$08,$03,$04,$03,$01,$02,$03,$02,$02 .byte $03,$03,$02,$01,$03,$03,$06,$03,$05,$03,$05,$02,$02,$03,$02,$03 .byte $02,$02,$07,$02,$03,$02,$02,$02,$03,$02,$03,$02,$02,$03,$01,$03 .byte $02,$06,$06,$02,$06,$03,$09,$02,$05,$04,$06,$03,$06,$02,$02,$02 .byte $03,$02,$02,$02,$03,$04,$05,$05,$04,$06,$03,$05,$06,$03,$06,$06 .byte $03,$06,$06,$03,$03,$04,$07,$02,$02,$02,$04,$08,$03,$03,$05,$05 .byte $06,$03,$07,$02,$03,$02,$02,$03,$03,$02,$02,$02,$03,$02,$02,$03 .byte $06,$02,$02,$03,$03,$04,$03,$02,$03,$03,$03,$02,$02,$03,$03,$03 .byte $02,$03,$03,$03,$02,$02,$03,$02,$0A,$03,$03,$07,$05,$02,$03,$02 .byte $03,$02,$03,$03,$12,$02,$03,$02,$04,$02,$02,$03,$03,$02,$04,$03 .byte $0B,$02,$02,$03,$1B,$02,$1B,$02,$03,$02,$03,$02,$05,$03,$07,$03 .byte $67 -
Try it, I think it'll work.
I recall having to play around with the sample before it sounding the way it was supposed to.
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That would be the second part of the text marked as code.
Save your data with filename "tetris.smp.inc" and use this code (which was the first part):
... or change the name, or paste your code in there instead of the "include" statement.
processor f8 org $800 ;------------; ; BIOS Calls ; ;------------; clrscrn = $00d0 ; uses r31 delay = $008f ; parameter in r5, uses r6 pushk = $0107 ; uses r7, allows more subroutine stack space popk = $011e ; uses r7 game_size = 32 CartridgeStart: .byte $55, $FB clr outs 0 outs 1 outs 4 ; ins 5 ; ni %11000000 ; Keep audio bits as is (no click) outs 5 CartridgeEntry: dci colordata lm xdc ; Store data counter for color in DC1 clearagain: lr 3, A pi clrscrn dci sample_buffer ; set data pointer to buffer clr com lr 0, A ;output_state = 0 outer_loop: clr ; 1 cycle am ; 2.5 cycles bz end_sample lr 1, A ; 1 cycle Sample counter stores data lr A, 0 ; 1 cycle Fetch output state com ; 1 cycle Invert output state ; ni %11000000 ; 2.5 cycles Only keep the two sound bits lr 0, A ; 1 cycle Store for next data invert outs 5 ; 4 cycles Put output state on port lr A, 1 ; 1c outs 1 ; 2c Color outs 4 ; 4c Column li %11100001 ; Set top two bits to 1 ns 0 ; And with r0 to set any 0 in top two outs 5 ; 4c Row lis 6 ; 1c sl 4 ; 1c outs 0 ; 2c sl 1 ; 1c outs 0 ; 2c inner_loop: ; nop ; 1 cycle ; nop ; 1 cycle nop ; 1 cycle nop ; 1 cycle nop ; 1 cycle nop ; 1 cycle ds 1 ; 1.5 cycles Decrease sample counter bnz inner_loop ; 3.5 cycles branch, 3 cycles no branch br outer_loop ; 3.5 cycles end_sample: li %00000000 outs 5 xdc ; back to color clr am ; Add ram data to set flags xdc ; Change back bnz clearagain ; Restart if not 0 br CartridgeEntry ; Start over colordata: .byte $d6 ; grey .byte $c0 ; green .byte $21 ; b/w .byte $93 ; blue .byte 0 .byte 0 ; jmp CartridgeEntry sample_buffer: include "tetris.smp.inc" .byte 0 ;=========================================================================== ; Signature ;=========================================================================== ; signature org [$800 + [game_size * $400] -$10] ;signature: .byte "- e5frog - 2020 "
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Only the first part is the actual used code, the other is an explanation how playing pwm is played in general.
If you put your data in a file called "tetris.smp.inc" you'd be able to run it right away. -
Sample data is output with this code:
processor f8 org $800 ;------------; ; BIOS Calls ; ;------------; clrscrn = $00d0 ; uses r31 delay = $008f ; parameter in r5, uses r6 pushk = $0107 ; uses r7, allows more subroutine stack space popk = $011e ; uses r7 game_size = 32 CartridgeStart: .byte $55, $FB clr outs 0 outs 1 outs 4 ; ins 5 ; ni %11000000 ; Keep audio bits as is (no click) outs 5 CartridgeEntry: dci colordata lm xdc ; Store data counter for color in DC1 clearagain: lr 3, A pi clrscrn dci sample_buffer ; set data pointer to buffer clr com lr 0, A ;output_state = 0 outer_loop: clr ; 1 cycle am ; 2.5 cycles bz end_sample lr 1, A ; 1 cycle Sample counter stores data lr A, 0 ; 1 cycle Fetch output state com ; 1 cycle Invert output state ; ni %11000000 ; 2.5 cycles Only keep the two sound bits lr 0, A ; 1 cycle Store for next data invert outs 5 ; 4 cycles Put output state on port lr A, 1 ; 1c outs 1 ; 2c Color outs 4 ; 4c Column li %11100001 ; Set top two bits to 1 ns 0 ; And with r0 to set any 0 in top two outs 5 ; 4c Row lis 6 ; 1c sl 4 ; 1c outs 0 ; 2c sl 1 ; 1c outs 0 ; 2c inner_loop: ; nop ; 1 cycle ; nop ; 1 cycle nop ; 1 cycle nop ; 1 cycle nop ; 1 cycle nop ; 1 cycle ds 1 ; 1.5 cycles Decrease sample counter bnz inner_loop ; 3.5 cycles branch, 3 cycles no branch br outer_loop ; 3.5 cycles end_sample: li %00000000 outs 5 xdc ; back to color clr am ; Add ram data to set flags xdc ; Change back bnz clearagain ; Restart if not 0 br CartridgeEntry ; Start over colordata: .byte $d6 ; grey .byte $c0 ; green .byte $21 ; b/w .byte $93 ; blue .byte 0 .byte 0 ; jmp CartridgeEntry sample_buffer: include "tetris.smp.inc" .byte 0 ;=========================================================================== ; Signature ;=========================================================================== ; signature org [$800 + [game_size * $400] -$10] ;signature: .byte "- e5frog - 2020 "
I converted this code that was given to me by utz (Sleizsa Duo/Trio):
sample_pointer = sample_buffer output_state = 0 outer_loop: output_state = ~output_state sample_counter = [sample_pointer] ++sample_pointer inner_loop: output_state -> port --sample_counter if sample_counter != 0 goto inner_loop goto outer_loop sample_buffer // PWM data goes here
sample_buffer is where the sample data starts, the end is marked with $00.
Sample data is made from wav by a program called wav2pwm.
https://github.com/JeffAlyanak/pcm2pwm/releases
I used a 44100kHz, 8-bit, mono-file saved as Windows PCM
I was considering using an address-bit for output and have a small speaker in the cart but... feature creep.-
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11 minutes ago, atari2601 said:e5frog how can you do samples on channel f?
I can't, I haven't suceeded in doing so on a real machine, in emulation it works though, the emulation differs a lot from the real thing regarding sound.
Things need to be explored further.
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50 minutes ago, atari2600land said:How would the keyboard controller be put in if the controllers were hard-wired into the console?
It's my belief it would push people to get the Channel F II that has the external ports.
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12 hours ago, atari2600land said:Why was Galactic Space Wars and Pro Football described as Keyboard controllers when they apparently didn't need the keyboard controller because the games were released and the keyboard controller wasn't?
Seems a different version was planned according to images - and I'd guess they had to change things to an easier interface...?
Maybe there's remnants in the code...
11 hours ago, atari2600land said:What is Microtronix?
I think it's just one of the resellers.
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Ah, this one:
SUMMER
SPECIAL FLYERMentions the
Summer Special
is good through
Aug 31 1978
http://fndcollectables.com/CHANNEL_F_INFO/U_S_/Adds___Offers/LETTERS/f.jpg
http://fndcollectables.com/CHANNEL_F_INFO/U_S_/Adds___Offers/LETTERS/micenv1.jpg
MICROTRONIX
Summer Special Flyer & Order Form,
Includes Game #1 through 17 & 21
as being availableAlso lists #18, 19, 20 & K1, K2, K3 as
(*) noted titles, these were not available
at the time of the flyer and were removed
with the exception of 18 & 20 from the
following Christmas flyerI've got a Microtronix labeled cart somewhere, back label sticker.
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21 minutes ago, atari2600land said:The ad at the very top of this eBay listing looks interesting.
Looks interesting, feels familiar but I can't find it on Dennis' site (which is about to be killed off).
There's the unreleased keyboard carts on the list which sets the release time pretty well.
Fall 1978
http://fndcollectables.com/CHANNEL_F_INFO/U_S_/Adds___Offers/BROCHURES/brochures.html
http://fndcollectables.com/Fairchild/Brochures/cat2-outside-all.jpg
http://fndcollectables.com/Fairchild/Brochures/cat2-inside-all.jpg
CATALOG NUMBER
CI 202520-
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3 minutes ago, CaptainBreakout said:I've spent the last 40 minutes looking around the internet for a translation of the Saba Videocart-20 Schach (aka CHESS) instruction manual. Cannot find.
Anyone have a pdf of the instructions, or (better yet, since I only speak English real good) a translation?
Maybe someone here has a scan of the german instructions for this cart. That would be real fun to run thru google-translate... (Especially multiple times).
There's a summary in English "Superchess", it was posted in the Facebook group https://www.facebook.com/groups/1180282045468082.
Attached.
I have the German version in ascii here:-
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14 hours ago, CaptainBreakout said:If you repro'd one and sent it back to 1979, would it become authentic? 🤔
:'D
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39 minutes ago, atari2600land said:Perhaps e5frog can have repro #19s for sale so we can complete all our sets?
Sure... wouldn't be very difficult but it would just be a place filler for the real thing - the real #19 would still be missing.
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1 hour ago, CaptainBreakout said:As for Sonar Search... I'll do a little more testing on it. If it turns out the cart is indeed flawed, I'll crack it open and look at the innards and report back here.
Most common problems on a semi working machine are oxidized socketed chips, RAM or power.
In your case it sounds like the cart connector assembly or flat cable _could be a problem.
For carts it's chip covers coming loose, rattling around inside the case tearing off bondwires.
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49 minutes ago, CaptainBreakout said:That's ok. I have a eprom programmer. Does anyone know what kind of eproms work in these things?
Imagine taking the actual chip out of the DIL IC-capsule, the eprom.
If you have the ones with a glass window you see the chip inside and thin wires around the edge mounted to a connection for the IC pins.
Such a tiny chip is glued to the P(rinted) C(ircuit) B(oard) - and the thin bondwires are attached directly to the PCB, then. there's a plastic cap protecting the entire assembly .
They aren't plain eproms but a logic device as well.
Unless you have bondwire equipment and a spare custom chip or backwards engineer one and order from a chip manufacturer - that's not an option.
atari2600land means you can swap the entire PCB, either from a donor or a brand new part built with old parts.
I have some loose spare PCBs, which ones where broken?
I can also make a reproduction board for all cames except a fully working Hangman - as it uses extra RAM and it hasn't been patched yet to work on the available platform. I got caught up with making a Swedish version when I was supposed to patch it...
Anyway, saving your own words in Hangman doesn't work on anything manufactured lately. (Maze has RAM as well and has been patches).
Most carts have two custom chips with half the data in either chip. Some late 20+ carts are suspected to use a plain eprom chip paired with a custom chip, mounted the same way. All game data is on that eprom.
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Yup, after #8 is done.

I'm counting on getting a few more shipped this week.
I ordered cut out instructionbooklets but there has been some problems with that so I'm doing it old style... cutting with a knife guided by a ruler.
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I'm at #8, others have been shipped.
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Got the new label prints, they got it right this time.
I'll probably ship the first Videocart-28 after the weekend.-
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One chance left.
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As I have gotten questions and I'm not making any more Multi-Carts this year since I'll be busy making Videocart-28, I'll sell the last two boards as well. Boards are already assembled and tested, just need to to finish shell and box.
So if you wanted one for Christmas, you have two chances. -
Seems the message storage is full - I was assuming it threw out the oldest posts when it got there.
Send me an e-mail: [email protected]

the official Channel F thread!
in Classic Console Discussion
Posted
Cool.
Always interesting to see what experienced programmers come up with.