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e5frog

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Posts posted by e5frog


  1. 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. 

    • Like 1
    • Sad 1

  2. 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.


  3. 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

     


  4. 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 "

     


  5. 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. 

    • Like 1
    • Thanks 1

  6. 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. 

     


  7. 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. 

     

    • Like 1

  8. Ah, this one:
     

    SUMMER
    SPECIAL FLYER

    Mentions 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 available

    Also 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 flyer

     

     

    I've got a Microtronix labeled cart somewhere, back label sticker. 

    • Like 1

  9. 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

    • Like 1

  10. 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:

    http://channelf.se/gallery/txt/saba20.txt

    SABA Superchess.pdf

    • Thanks 1

  11. 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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  12. 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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