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alex_79

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About alex_79

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  1. There's not a general answer. It depends on the game. The supercharger has 6KB of RAM. That's the max size of the game after it has been loaded from tape. But a game can also load further data from tape later on when it's running, and replace part/all of that 6KB with that new data(e.g. to load new levels). For example, "Escape from the mindmaster" has four loads. The size of each load is as follows: Load 1 6144 bytes Load 2 3328 bytes Load 3 3584 bytes Load 4 6144 bytes
  2. That's correct: the prolines are compatible with a standard 2600. They were specifically designed to provide 2 independent buttons for 7800 games, while both buttons behave like the single button of a standard atari joystick when connected to a 2600 (or in a 7800 when running a 2600 game). The prolines and also the later cx78 gamepads (which are electrically the same), came packed in with Atari 2600 juniors sold in Europe.
  3. An option to disable the visible cursor might be useful for people using real lightguns. There are some (quite expensive) usb lightguns that emulates a mouse and can be used on any pc. A wiimote + sensor bar works too, and it's much cheaper.
  4. It's worth mentioning that the Stella Programmer's Guide doesn't completely describe the behavior of the "score mode" in that last paragraph. When the score bit (CTRLPF bit D1) is set, the left half of the playfield takes color and priority of player 0, while the right half takes color and priority of player 1. The result is that, in this mode, Player 1 is behind the playfield (but still in front of the ball) in the left half of the screen. Also note that when the "playfield priority bit" (CTRLPF bit D2) is set, the score mode is always disabled, no matter what the value of the score bit is.
  5. F8 games won't work on these boards. You need to alter the roms to use the different scheme, which requires some skills in 2600 programming. There's no an automated way to do it. This one uses three logic chips: http://www94.pair.com/jsoper/bankswitch_f8.html
  6. The switches are on the two sides of the cart. They're partially visible in the picture of the PCB. They connect to pin 26 and 27 of the eprom (yellow wires), which are address A13 and A14
  7. You need to install the new Release candidate of Stella to run those roms, as previous versions don't support their bankswitching scheme: https://atariage.com/forums/topic/301342-stella-61-rc1-released/?tab=comments#comment-4448110 The dumps are good: game 1 is "Time Pilot" and the rom is identical to the one you dumped from the other multicart some time ago. game 2 is "Moon Patrol". You must set the starting bank to "1" in Stella "game properties" for this rom, else it crashes. That's because whoever back in the day converted the rom from the original "F8" bankswitching method overlooked to change the hotspot address that is triggered when the rom starts in bank 0 (which is Stella default starting bank). game 3 and 4 are identical to the "Phoenix" and "H.E.R.O." roms posted earlier in this thread So it was indeed a mislabeled eprom. Weird! Thanks for sharing the dumps!
  8. According to the datasheet, the NMC27CP128 is indeed a 16k x 8 eprom. On page 7 it states that it's "half" a NMC27C256, only containing the upper 16K: Pin 27, which in a 27c256 is the highest address line (A14), is labeled "AR - Block Select" and it's supposed to be held HIGH while accessing the 27CP128 eprom. Anyway, as you say, if there are 4 8k games in this cartridge, the eprom must be 32K... I would set the eprom programmer software to a 27C256 and try reading the chip again. It should be safe to do so, and, if it's a real 27CP128, the lower 16k of the resulting binary should only contain garbage data. Anyway, if there are four 8k games in this cartridge, the eprom must be 32k, so maybe it's indeed a mislabeled 27C256, and you'll find the remaining two games in the lower 16k of the dump.
  9. Many thanks for sharing this! Where does this come from? Given the odd size of the binary, I guess it has not actually been "dumped" from a chip, but that it was a file archived somewhere? The lack of start vectors makes me think it was supposed to run in some kind of development system.
  10. alex_79

    Sokoban

    Bug report: Whenever you try to step back beyond the starting position (moves counter at 0), causing the background to flash red, the next move does NOT increment the counter, and the resulting position becomes the new "starting" one if you later try to take back moves again. EDIT: actually it happens when you reach the first/oldest position in the "take back" buffer, which might not be the starting position if you've been playing the level for a while.
  11. In particular, the option "random startup bank" must be deselected to make it work. Harmony and Unocart don't currently support the bankswitching scheme for this game. You have to wait for a firmware update. In case of the Harmony cart, drivers for "custom" bankswitching schemes can also be added to the binary file itself, without changing the firmware.
  12. alex_79

    Sokoban

    A couple more using 20191011b binary:
  13. alex_79

    Sokoban

    Correct! It's a fake screenshot: if you look at the second digit on line 2, it isn't aligned correctly Uhm... Actually that should be level 34, 82 moves That code comes from pressing RESET on level 35. I noticed that currently the game displays a code also in that case and wondered if it would be a valid one or not...
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