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About alex_79

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  1. I guess it went unnoticed as the TF version also works with a joystick and so the non-TF version didn't get much testing. Remove the "lsr" at line 716, and replace the value #$07 with #$0e in the 2 following instructions. lda SWCHA ;4 ; lsr ;2 removed and #$0e ;2 was "and #$07" eor #$0e ;2 was "eor #$07" bne LF270 ;2³
  2. I like Exidy's Circus, an hack of "Circus Atari": 256(!) variations, including simultaneous 2 player modes, where the second player moves a barrier to defend the balloons. (check the instructions included in the zip file in the first post for the huge game select matrix). Unfortunately there are some glitches in the title screen. (13 years ago 2600 emulators weren't as accurate as they are now). Here's my attempt to fix the issues (hopefully I didn't break anything in the process...) Exidy_Circus_VSYNC_fix.zip
  3. With RGB, the color information is not encoded using PAL (or NTSC, or SECAM), so by definition it can't show PAL color loss (RGB is not PAL!). Chances are that it won't show the issue even when using the built in composite or S-video outputs of the RGB mod (assuming you had connectors installed for those signals), because that mod completely bypasses the TIA color generation circuit. PAL color loss with an odd number of scanlines is the result of how PAL TIA generates the signal. For example, the PAL Atari 7800, in 7800 mode, always outputs 313 scanlines and displays colors just fine, because it's using the MARIA chip color generation in that case and not the TIA. The issue only shows with a PAL 2600 if using stock RF, or a composite / S-video mod that still uses the TIA color circuit (the RGB mod is the only mod I'm aware of that uses its own color generation). Note finally that not all TVs will show the color loss. Some more recent CRTs display wrong colors in the top area of the screen instead, and digital TVs might not show the issue at all.
  4. I'm very saddened to hear this. RIP Nukey.
  5. Those boards swap around the data and address signals going to the eprom, and therefore the rom programmed in there has to be "scrambled" in such a way that will appear correct when read from the cartridge port. Both the bits in each byte as well as the order of the bytes has been altered. That's why they are so different (and why they don't work in an emulator), if you dump them directly from the chips. Here are the roms rearranged to match what the CPU in the Atari would actually see when those carts are plugged in (and this is what you would get by using a cartridge dumper). These can be run on emulators, flashcarts or burned on standard carts. Mr._DO.binKangaroo.bin Only a few bytes differ between these and the original NTSC roms.
  6. Wow. Was the intent of quoting those posts to encourage a discussion? The only result for me is that I will immediately put that idiot @Kitrinxon ignore, as well as this thread.
  7. Nope. The consoles are fine. I linked to a technincal article explaining what's going on in one of my previous posts.
  8. Not at all. Your new retrothink doesn't have any bug, and the issues you're having is because of the signal that the VCS is outputting (and not because of the aging components, but because of its design). It is advertised that some console with out-the spec signal might not work correctly. And the VCS is the worst in this area, because it's up to the games themselves to generate the video signal, so you can have different results based on the specific game. On the other hand, the new CC game has bugs in it. The consoles that show the bug are working just fine. I seriously will NEVER believe that they didn't use Stella, anyway that's not an excuse. You can find those bugs with little effort even without Stella. The PAL color loss just requires.... a PAL console and TV. The rabbit bug can be found by writing a script that checks the list file generated by the assembler (you could do that in the 80s, too), or by installing 8 resistors with a switch that connects them to either GND and +5V on the console data bus. If the game has the bug, it will fail with the switches in one (or both) of the positions. (Switches and resistors existed in the 80s) Yep, in response of your post. Like I said, NO ONE ever talked about that before your post. You brought up that subject. I mean, that's a fact, there's nothing to argue about. The posts are there, just read them yourself.
  9. I can't believe I'm agreeing with you on something, but I'm agreeing with you. I 100% agree with this too. But, this is not happening in this thread. In fact the post you quoted is the first one bringing up the subject of "instant response" customer service. No one talked about that before.
  10. The retrothink incompatibilities due to out of specs signals produced by different consoles isn't really related with what's being discussed here. The two reported issues with the game are not the result of machines that are out of specs because of aging, but they're instead bugs in the code. The bug is still there even on machines where apparently doesn't show up (and even if it doesn't show up today on a particular machine, it could tomorrow). If you re-read the previous posts, no-one was expecting a 0-day response. The issue with the loss of color in PAL consoles has been reported a month ago, and so far only got an indirect response with a post basically saying "Yeah, there's a bug, but it's only showing on PAL, so it's not a big deal". I'm pretty sure people in Europe paid the same amount for the game and are entitled to feel a bit upset. And the comparison with how similar issues are handled by AtariAge came up naturally.
  11. They're not compatible, and it's better not trying to plug them into an Atari, as Power and Gnd are on different pins and you risk shorting something. http://wiki.icomp.de/wiki/DE-9_Paddle
  12. Try fine tuning the TV channel frequency, if doesn't help try also tuning the other channel by flipping the switch on the consoles. Re-flashing the firmware won't serve any purpose in this case.
  13. Yes, it's reading a TIA register instead of the immediate value, but the TIA only drives 2 bits, and the value of the other 6 is undetermined. Many old games have this kind of bug and will glitch in Stella in developer mode, but only very rarely on real hardware. Apparently eproms are more likely to affect the undriven bits than the mask roms used in original games, so in this case the bug shows up more frequently also on real hardware. It is a bug in the game anyway, not an issue with the consoles themselves.
  14. For those who also own the digital download, does the glitch happen in Stella with the developer options on? (In particular, with "Drive unused TIA pins randomly on a read/peek")
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