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alex_79

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  1. I played a few round of "Laser Base" (a game which is part of my collection from childhood) in stella and noticed that enemies in waves 4 and 5 aren't animated. So I dumped my cart and found that the rom is indeed different. Here it is. laserbase.zip I used distella to show differences in graphics tables and aside from the diference in animations, I found graphics data from the game "War 2000" in my dump! some side by side comparison between the graphics tables (the new dump on the left) enemies animation frames: .byte $1C; | XXX | $FE66 | .byte $24; | X X | $FE66 .byte $8E; |X XXX | $FE67 | .byte $66; | XX XX | $FE67 .byte $DF; |XX XXXXX| $FE68 | .byte $FF; |XXXXXXXX| $FE68 .byte $FB; |XXXXX XX| $FE69 | .byte $FF; |XXXXXXXX| $FE69 .byte $79; | XXXX X| $FE6A | .byte $66; | XX XX | $FE6A .byte $3C; | XXXX | $FE6B | .byte $24; | X X | $FE6B .byte $24; | X X | $FE6C .byte $24; | X X | $FE6C .byte $66; | XX XX | $FE6D .byte $66; | XX XX | $FE6D .byte $FF; |XXXXXXXX| $FE6E .byte $FF; |XXXXXXXX| $FE6E .byte $FF; |XXXXXXXX| $FE6F .byte $FF; |XXXXXXXX| $FE6F .byte $66; | XX XX | $FE70 .byte $66; | XX XX | $FE70 .byte $24; | X X | $FE71 .byte $24; | X X | $FE71 .byte $38; | XXX | $FE72 | .byte $24; | X X | $FE72 .byte $71; | XXX X| $FE73 | .byte $66; | XX XX | $FE73 .byte $FB; |XXXXX XX| $FE74 | .byte $FF; |XXXXXXXX| $FE74 .byte $DF; |XX XXXXX| $FE75 | .byte $FF; |XXXXXXXX| $FE75 .byte $9E; |X XXXX | $FE76 | .byte $66; | XX XX | $FE76 .byte $3C; | XXXX | $FE77 | .byte $24; | X X | $FE77 .byte $44; | X X | $FE78 | .byte $0C; | XX | $FE78 .byte $A2; |X X X | $FE79 | .byte $64; | XX X | $FE79 .byte $1C; | XXX | $FE7A | .byte $9C; |X XXX | $FE7A .byte $38; | XXX | $FE7B | .byte $39; | XXX X| $FE7B .byte $45; | X X X| $FE7C | .byte $26; | X XX | $FE7C .byte $22; | X X | $FE7D | .byte $10; | X | $FE7D .byte $0C; | XX | $FE7E .byte $0C; | XX | $FE7E .byte $64; | XX X | $FE7F .byte $64; | XX X | $FE7F .byte $9C; |X XXX | $FE80 .byte $9C; |X XXX | $FE80 .byte $39; | XXX X| $FE81 .byte $39; | XXX X| $FE81 .byte $26; | X XX | $FE82 .byte $26; | X XX | $FE82 .byte $10; | X | $FE83 .byte $10; | X | $FE83 .byte $30; | XX | $FE84 | .byte $0C; | XX | $FE84 .byte $08; | X | $FE85 | .byte $64; | XX X | $FE85 .byte $79; | XXXX X| $FE86 | .byte $9C; |X XXX | $FE86 .byte $9E; |X XXXX | $FE87 | .byte $39; | XXX X| $FE87 .byte $10; | X | $FE88 | .byte $26; | X XX | $FE88 .byte $0C; | XX | $FE89 | .byte $10; | X | $FE89 graphics data from war 2000: .byte $60; | XX | $FC21 | .byte $8A; |X X X | $FC21 .byte $38; | XXX | $FC22 | .byte $E9; |XXX X X| $FC22 .byte $1C; | XXX | $FC23 | .byte $00; | | $FC23 .byte $17; | X XXX| $FC24 | .byte $85; |X X X| $FC24 .byte $1C; | XXX | $FC25 | .byte $8A; |X X X | $FC25 .byte $38; | XXX | $FC26 | .byte $A5; |X X X X| $FC26 .byte $60; | XX | $FC27 | .byte $AE; |X X XXX | $FC27 .byte $60; | XX | $FC49 | .byte $10; | X | $FC49 .byte $38; | XXX | $FC4A | .byte $04; | X | $FC4A .byte $FC; |XXXXXX | $FC4B | .byte $C8; |XX X | $FC4B .byte $17; | X XXX| $FC4C | .byte $4C; | X XX | $FC4C .byte $FC; |XXXXXX | $FC4D | .byte $47; | X XXX| $FC4D .byte $38; | XXX | $FC4E | .byte $2C; | X XX | $FC4E .byte $60; | XX | $FC4F | .byte $C8; |XX X | $FC4F .byte $02; | X | $FD6A | .byte $0C; | XX | $FD6A .byte $03; | XX| $FD6B | .byte $20; | X | $FD6B .byte $07; | XXX| $FD6C | .byte $C5; |XX X X| $FD6C .byte $06; | XX | $FD6D | .byte $2D; | X XX X| $FD6D .byte $06; | XX | $FD6E | .byte $A0; |X X | $FD6E .byte $00; | | $FD6F | .byte $0A; | X X | $FD6F .byte $00; | | $FD70 | .byte $A9; |X X X X| $FD70 .byte $00; | | $FD71 | .byte $0C; | XX | $FD71 .byte $00; | | $FD72 | .byte $91; |X X X| $FD72 .byte $00; | | $FD73 | .byte $AC; |X X XX | $FD73 .byte $60; | XX | $FD74 | .byte $4C; | X XX | $FD74 .byte $B0; |X XX | $FD75 | .byte $1F; | XXXXX| $FD75 .byte $F0; |XXXX | $FD76 | .byte $2E; | X XXX | $FD76 .byte $F8; |XXXXX | $FD77 | .byte $85; |X X X| $FD77 .byte $E8; |XXX X | $FD78 | .byte $AB; |X X X XX| $FD78 .byte $78; | XXXX | $FD79 | .byte $68; | XX X | $FD79 .byte $50; | X X | $FD7A | .byte $85; |X X X| $FD7A .byte $70; | XXX | $FD7B | .byte $AA; |X X X X | $FD7B .byte $20; | X | $FD7C | .byte $A0; |X X | $FD7C .byte $00; | | $FD7D .byte $00; | | $FD7D .byte $00; | | $FD7E | .byte $B1; |X XX X| $FD7E .byte $00; | | $FD7F | .byte $AA; |X X X X | $FD7F .byte $00; | | $FD80 | .byte $D0; |XX X | $FD80 .byte $60; | XX | $FD81 | .byte $DF; |XX XXXXX| $FD81 .byte $E0; |XXX | $FD82 | .byte $68; | XX X | $FD82 .byte $F0; |XXXX | $FD83 | .byte $A8; |X X X | $FD83 .byte $70; | XXX | $FD84 | .byte $68; | XX X | $FD84 .byte $70; | XXX | $FD85 | .byte $60; | XX | $FD85 .byte $30; | XX | $FD86 | .byte $48; | X X | $FD86 .byte $20; | X | $FD87 | .byte $98; |X XX | $FD87 .byte $00; | | $FD88 | .byte $48; | X X | $FD88 .byte $02; | X | $FD89 | .byte $8A; |X X X | $FD89 .byte $03; | XX| $FD8A | .byte $48; | X X | $FD8A .byte $07; | XXX| $FD8B | .byte $A2; |X X X | $FD8B .byte $06; | XX | $FD8C | .byte $02; | X | $FD8C .byte $06; | XX | $FD8D | .byte $A0; |X X | $FD8D
  2. Heavy and light sixers only differ in the bottom half of the plastic case (you can see comparison pictures here). Moreover note that the channel select switch on six switches consoles is quite recessed in the case and it's difficult to see.
  3. Some additional info about sega pads: Interface Protocol of SEGA MegaDrive's 6-Button-Controller Sega Six Button Controller Hardware Info
  4. I'd like to see a "Fixed Debug Colors" mode added to Stella like in "no$2k6" emulator. When enabled, the value of the various VCS color registers are ignored and each of the graphics object is displayed in a fixed color. This allows to see in a simple way how some elaborate displays are composed using the limited VCS graphic objects. Some screenshots showing Stella and no$2k6 (with the option enabled) side by side:
  5. I have three different versions of Atari Space Invaders (PAL) and I managed to dump them running the software posted by batari in this thread on my VCS. The 3 variations differs for speed and color palette: 1) text label version: The rom is the same named "Space Invaders (Unknown) (PAL)" in rom's collection. This version is slower than the other two. 2) picture label 1 This is the "darker" version (see this thread). Player 1 and the mothership use really dark colors and are difficult to see on the TV screen. This is faster than the previous version. The cart has a "41 2 R" code stamped on the end label which should indicate the production date (41th week of 1982). 3) picture label 2 This version shows brigther colors while keeping the speed of the darker version. "12 3 R" code on end label. This is the PAL space invaders rom on rom's collection. These variations all use the same B&W palette (selected using the TV TYPE switch), therefore they will look the same on a Secam console. space_invaders_PAL.zip
  6. bump! I just found this thread and I tried the software to dump regular carts on the 2600. I loaded the cart dump rom into a PAL vcs using a supercharger (unmodded) and followed the instructions. It worked first try! On my Linux pc I used the minicom terminal emulator to communicate with the vcs, WPlayBin (through wine) to load the rom on the supercharger and dosemu to run the hex2bin utility. I tested it with 4k, 8k and 16k carts and it worked perfectly. thank you for sharing this! VCS serial adapter: test with River raid cart:
  7. The black plastic cart guide and the cart connector are held togheter by two screws which aren't accessible unless you desolder the connector from the main board.
  8. The MagiCard manual, in section 6.2 about game controller and switch connections (see page 92) describes pin 7 of either controller port as follows:
  9. The bottom half of the case is the only relevant difference between light and heavy sixer.
  10. Use the Wayback Machine: http://web.archive.org/web/20040811003614/...html/secqst.htm
  11. Pin 6 of pal TIA is mislabeled ""LUM3" in the schematics of PAL jr. It's actually "LUM2". No, the COLOR and AUDIO points are continuous with the corresponding TIA pins, while the SYNC and LUM pins are connected to 4 CD4050 inputs and I tapped the signals from the corresponding outputs. You should be able to find the right spots on your console using the NTSC TIA and CD4050 pinout.
  12. Hm, for me it looks identical, just different colors. Maybe you just missed the upmost NTSC lines? They are pretty hard to see in z26. If you change the console format in stella or z26 you'll notice that in doing the NTSC to PAL conversion they actually only adjusted the framerate (by adding scanlines to top and bottom of the screen) and left the palette unchanged. Screenshots of Commando Raid (NTSC):
  13. Just wanted to share this since it's hard to find info on A/V mod for PAL vcs. I used the schematic from Atariage FAQ (the CD4050 mod) on a PAL 2600jr and it works great! You only have to find where to pick the signals since the TIA pinout is different between PAL and NTSC. The junior (and 6 switch) already have the luma and sync signals buffered by a CD4050 chip, so the mod is a little simpler than on a 4-switch. Here is a schematic of the circuit (exactly the same one on AA faq but without the CD4050, cause I used the one already installed on the console) signals on the board: Sync: R51, upper side (CD4050 pin 12) Lum0: R52, upper side (CD4050 pin 2) Lum1: R49, upper side (CD4050 pin 10) Lum2: R53, upper side (CD4050 pin 15) Color: R29, bottom side (TIA pin 9) Audio: W2, upper side (TIA pin 13) Power (+5v) and ground can be tapped into many different places on the board and are not indicated in the pic. For example, power can be found at any point continuous with the right pin of the voltage regulator (with printed side facing you and pins pointing downwards), while ground at any point continuous with the center pin of the regulator or with the metal shield. The pic refers to a PAL-B, rev. B board. I've seen some images of PAL-I (for UK market) junior boards and they have a slighty different layout, so you may need to change something. (use the schematics on AA as reference) I removed resistors R49,R51,R52,R53 and R55 and cut the center pin of transistor Q3 and Q4. This should avoid interferences with the mod and reduce power load of the console but it's not necessary and, since I'm quite inexperienced in electronics, I'm not even sure this is the correct way to do it. (Suggestion from electronics experts are welcome!) I removed the rf connector and used the hole left in the case for the new scart cable that I soldered directly on the mod board. I also modified the channel select switch to select between composite or s-video (you need to cut some traces on the board and solder a couple of jumper to isolate the switch from the rf circuit). In this way I avoided to drill or modify the case in any way. Next time I plan to make the cable removable using a 6-pin mini din connector (like those used for PS-2 computer mouse and keyboard) with luma/composite, chroma, audio and ground signals. The hole of the rf connector is the right size for mini-din, so this shouldn't require any case mod too.
  14. All the screen. The scanline count seems correct: an odd number of lines should cause loss of color on pal TV (and this happens to me with some crappy taiwanese "pirate" game), while here the screen "shakes" without color loss. I'm not a programmer, but I searched the forum and the 2600 programming docs from on the net I think that the problem may be that VSYNC is enabled too late after scanline 312 and it doesn't start always at the same time. The following values are from the Z26 trace file of BeeBall version 5.8 (PAL). In different frames (296, 362 and 377 in the example) VSYNC is enabled on different cycles (54, 60 and 56 respectively). I guess that some of those values may cause certain TVs to lose sync for a moment. (Frame Line Cycle Clock) (P0_Pos P1_Pos M0_Pos M1_Pos BL_Pos) flags A X Y SP Code Disasm (296 313 54 94) ( 18 139 26 131 135) nvbdizC 02 00 00 ff f0aa: 85 00 sta VSYNC (297 1 57 103) ( 18 139 26 131 135) nvbdizC 02 00 00 ff f0ac: 85 02 sta WSYNC (297 2 0 -68) ( 18 139 26 131 135) nvbdizC 02 00 00 ff f0ae: 85 02 sta WSYNC (297 3 0 -68) ( 18 139 26 131 135) nvbdizC 02 00 00 ff f0b0: 85 02 sta WSYNC (297 4 0 -68) ( 18 139 26 131 135) nvbdizC 02 00 00 ff f0b2: a9 34 lda #34 (297 4 2 -62) ( 18 139 26 131 135) nvbdizC 34 00 00 ff f0b4: 8d 96 02 sta TIM64T (297 4 6 -50) ( 18 139 26 131 135) nvbdizC 34 00 00 ff f0b7: a9 00 lda #00 (297 4 8 -44) ( 18 139 26 131 135) nvbdiZC 00 00 00 ff f0b9: 85 00 sta VSYNC (362 313 60 112) ( 18 148 26 140 146) nvbdizC 02 00 00 ff f0aa: 85 00 sta VSYNC (363 1 63 121) ( 18 148 26 140 146) nvbdizC 02 00 00 ff f0ac: 85 02 sta WSYNC (363 2 0 -68) ( 18 148 26 140 146) nvbdizC 02 00 00 ff f0ae: 85 02 sta WSYNC (363 3 0 -68) ( 18 148 26 140 146) nvbdizC 02 00 00 ff f0b0: 85 02 sta WSYNC (363 4 0 -68) ( 18 148 26 140 146) nvbdizC 02 00 00 ff f0b2: a9 34 lda #34 (363 4 2 -62) ( 18 148 26 140 146) nvbdizC 34 00 00 ff f0b4: 8d 96 02 sta TIM64T (363 4 6 -50) ( 18 148 26 140 146) nvbdizC 34 00 00 ff f0b7: a9 00 lda #00 (363 4 8 -44) ( 18 148 26 140 146) nvbdiZC 00 00 00 ff f0b9: 85 00 sta VSYNC (377 313 56 100) ( 18 150 26 142 148) nvbdizC 02 00 00 ff f0aa: 85 00 sta VSYNC (378 1 59 109) ( 18 150 26 142 148) nvbdizC 02 00 00 ff f0ac: 85 02 sta WSYNC (378 2 0 -68) ( 18 150 26 142 148) nvbdizC 02 00 00 ff f0ae: 85 02 sta WSYNC (378 3 0 -68) ( 18 150 26 142 148) nvbdizC 02 00 00 ff f0b0: 85 02 sta WSYNC (378 4 0 -68) ( 18 150 26 142 148) nvbdizC 02 00 00 ff f0b2: a9 34 lda #34 (378 4 2 -62) ( 18 150 26 142 148) nvbdizC 34 00 00 ff f0b4: 8d 96 02 sta TIM64T (378 4 6 -50) ( 18 150 26 142 148) nvbdizC 34 00 00 ff f0b7: a9 00 lda #00 (378 4 8 -44) ( 18 150 26 142 148) nvbdiZC 00 00 00 ff f0b9: 85 00 sta VSYNC In this post SeaGtGruff says that VSYNC should be enabled during the horizontal blank to avoid problems. In the same topic there are references about an old "safe" VERTICAL_SYNC macro that Andrew Davie posted here. I hope this help.
  15. Update! I think I've found the reason for the wrong color of the ball in the upper part of the screen. You use MISSILE0 to display the ball in the "bee judge" zone, so I disassembled your binary using Distella and I searched for "STA COLUP0" to see where the color is set in the code. I found this: ... LDA PF1 STA COLUP0 ... Register PF1 is mapped at memory location $0E and is write-only, so the first line was obviously intended to be "LDA #$0E", where $0E is the code for white in the TIA palette. I changed that line and reassembled with Dasm and now the color is correct.
  16. I tried PAL version 5.4, 5.5 and 5.8 and they still show the "ball color" and "screen jump" problems on my consoles . This time I tried 3 different TV sets ,as well as the video capture card on my PC, and different consoles too: I have 2 six switch, a four switch and 3 "juniors". The "screen jump" happens on 2 of my TVs, the other one and the video capture card don't show this (while on version 5.3 also the capture card was affected). All other pal games I tried work fine on all of them. Maybe it's a problem with VSYNC timing? I've read something about that in the forum, but I can't find the thread now. The "ball color" problem is present with every combination of consoles and TV I tried. Each version of the game shows a different color as you can see in the screenshots. Rheffera isn't experiencing this issue on pal hardware, so I really don't know what's wrong. Maybe is my supercharger? It seems to work just fine with every other game I tried.
  17. Not all 4k roms run on a supercharger: some try to access memory addresses used by supercharger to trigger bankswitching, crashing the game. The ball color is still different in the upper zone of the screen, but now it's grey, and it's way less noticeable. I found that the display is "unstable" on the PAL version: the screen seems to "jump" 1 line up and down periodically. This doesn't happen in the title screen. This time I used a different video capture card and I got better screenshots. I also took a pic of the TV screen with a digital camera for comparison. The colors look nice to me.
  18. I can test the game as long as it's compatible with unmodded Starpath Supercharger. I don't have a flashcart nor I can burn eproms, so the supercharger is the only way I can load a rom in real hardware.
  19. Hi! I loaded the game into an unmodded supercharger an tested it on real hardware. (it was pure chance or you programmed it to be supercharger compatible?). The colors are all messed up because I'm using a PAL vcs (I'm in Italy), but the game is playable and very fun. Do you plan to add a PAL (or PAL60) version? I noticed a small graphic glitch on real hardware: the ball is black in the upper part of the screen (where the bee judge is). Here you can see some screenshots: The first line is from real PAL atari 2600 (sorry for the bad quality), the second from z26 with PAL palette. While it plays fine on Stella, PCAE and Z26 (latest versions), I found the same glitch displayed by no$2k6. (it has problems with the stroke movement not present on real hardware, though). I hope this helps. Keep up the good work!
  20. Label generated by the Online Label Maker are the correct size IF you print them at the same resolution they are created for (150 or 360dpi depending on what you selected). If you use a different resolution then you have to resize them. main label: 2.74 x 3.42 inch top label: 2.74 x 0.53 inch moltiply each value for the resolution (dpi) to obtain the dimensions (pixels) of the images you need. For example for 300dpi you obtain: main label: 822 x 1026 pixels top label: 822 x 159 pixels
  21. alex_79

    Actionauts

    I agree, it would be nice to have the ROM available. But I didn't get the impression the ROM would be public available soon. From the Actionauts FAQ:
  22. I think it's NTSC. This is what you get with different combination of consoles and games: Note that the TV must be the same format of the console or you only get B&W image. Moreover using PAL games on NTSC consoles+TV usually cause the screen rolling, while the opposite (NTSC games with PAL consoles and TVs) works fine most of the times.
  23. Only PAL-I systems lack the channel select switch. These consoles sometimes have a "U" (for U.K.) after the model number on the sticker and they only output on channel UHF 36. The switch is present on PAL-B units ("P" after the model number) which use VHF. This is an extract from a PAL Atari 2600 "Junior" manual: All genuine PAL h6er should lack the switch, since they were only available in UK.
  24. Great! Thanks! There are some info in the "Stella programmer's guide": PAL/SECAM CONVERSIONS PAL 1. The number of scan lines, and therefore the frame time increases from NTSC to PAL according to the following table: NTSC PAL scan micro scan micro lines seconds lines seconds VBLANK 40 2548 48 3085 KERNAL 192 12228 228 14656 OVERSCAN 30 1910 36 2314 FRAME 262 16686 312 20055 2. Sounds will drop a little in pitch (frequency) because of a slower crystal clock. Some sounds may need the AUDF0/AUDF1 touched up. 3. PAL operates at 50 Hz compared to NTSC 60Hz, a 17% reduction. If game play speed is based on frames per second, it will slow down by 17%. This can be disastrous for most skill/action carts. If the NTSC version is designed with 2 byte fractional addition techniques (or anything not based on frames per second) to move objects, then PAL conversion can be as simple as changing the fraction tables, avoiding major surgery on the program. SECAM 1. SECAM is a little weird. It takes the PAL software, but the console color/black & white switch is hardwired as black & white. Therefore, it reads the PAL black & white tables in software and assigns a fixed color to each lum of black & white according to the following table: Lum Color 0 Black 2 Blue 4 Red 6 Magenta 8 green A cyan C yellow E white There is a trap here: the manual is the same for NTSC, PAL, & SECAM. This means that the descriptions for black & white must jive between NTSC & PAL. If you make major changes to PAL black & white to achieve good SECAM color, NTSC black & white must be made similar. 2. PAL sounds work fine on SECAM with one exception: when a sound is to be turned off, it must be one by setting AUDV0/AUDV1 to 0, not by setting AUDC0/AUDC1 to 0. Otherwise, you get an obnoxious background sound. The odd design allowed the use of existing hardware and the ability to produce only one version of a game for both PAL and SECAM. Creating a new TIA for French market only was too expensive, so the solution was to connect the 3 TIA luma pins to an external circuit which generates the 8 colors of SECAM palette. (Actually there's a NTSC TIA on secam boards! See this topic). IMO The TV TYPE switch was hardwired to B&W so that even PAL games programmed before the SECAM vcs release (~1980) could be played on the console. Those early games usually have separate palette for color and b&w and only the b&w one assures that different objects on the screen are displayed with different luma values (= different colors in SECAM palette). Moreover this would have allowed to program new PAL games with a separate palette for SECAM, but none of the PAL/SECAM games I tried use that: there's only one palette with luma values adjusted to show decent SECAM colors. here some threads about SECAM 2600: http://www.atariage.com/forums/index.php?showtopic=29222 http://www.atariage.com/forums/index.php?showtopic=51963 http://www.atariage.com/forums/index.php?showtopic=10800 Activision PAL/Secam games: http://www.atariage.com/forums/index.php?showtopic=101241 http://www.atariage.com/forums/index.php?showtopic=50225
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