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baktra

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Posts posted by baktra

  1. Release 9.2.16 is available.

    Main points:

    • TSFX now supported for the polish KSO Turbo 2000 plugin. Since there are two variants of the hardware, you must indicate the one you have using a new configuration entry named Hardware type. In the main menu, navigate to Tools>Preferences. Then navigate to the KSO Turbo 2000 section.
    • Some transfer speed refinements for Turbo D

    Thanks to @w1k and @lexx for testing.

     

    • Like 2
  2. I have some good news from Poland. One atarionline.pl user reports the TSFX for Turbo Blizzard works.

    Of course, such success is rewarded by requests for supporting other Polish systems. What a surprise...

     

    The only issue is that to support all major Czechoslovak turbo systems, you just need one block-writing routine (Turbo D, which is a unicorn, doesn't count). For Polish systems, you need many block-writing routines.

    • Like 2
  3. On 3/16/2024 at 6:24 PM, pcrow said:

    I've written a number of utilities for managing ATR files, binary load (.XEX) and BASIC file analysis, disassembler, and such.  I'm between jobs right now, and would like to have an excuse to write something in a language I have less experience in.  Are there any utilities that would be helpful that you haven't seen or where a new version might be useful?

     

    And note that while my coding is Linux-based, the programs can often also be compiled for Mac or Windows.

    Would you happen to have a comprehensive list of utilities you already have?

     

    • Like 1
  4. 11 hours ago, w1k said:

    another catch (turbo d):

    many games works with CAR cassette adapter (wav) in different volumes, strange. some game needs change volume to loads from wav to atari..

    My experience shows that these adapters are less predictable than anticipated, branded or not branded. Branded have better mechanical parts. Setting the correct volume is of a finicky nature.

     

    The ideal volume can differ for different speeds and also waveforms. Also note that for nominal transfer speeds above 4000 bps, with waveform set to auto, turgen changes the waveform from harminic to square. You can change that setting, of course. 

    • Like 1
  5. I believe that not that much love for the system then and now doesn't need to be emotional at all.

     

    From a pragmatist's and developer's perspective, living in EU, today.

     

    1. The consoles are rare, their cost is high, getting a real machine is tough.

    2. No PAL. Not so much of a problem these days with modern display devices that can handle both PAL/NTSC

    3. Small user base in general. Developing a paid or free homebrew software will not reach a broad audience. Digital releases require the customer to have a universal cartridge. Physical releases are surprisingly doable, these day easier than in the past. This creates the traditional chicken and the egg problem.

    4. Competition from the 8-bit computer line is fierce. Bigger user base, upgrades and mods, disk/tape/cart choice, keyboard for advanced games. Not so much distinguishes the console from the computer (analog controllers, two fire buttons, keypad do not seem enough). Bank switching cartridges are fortunately possible for huge programs

    5. Cross-platform development tools are equal and convenient for both product lines. that is a plus. If given some thought in advance, software for both platforms can be compiled from one source.

    • Like 1
  6. The work on the Turbo Blizzard TSFXes had advanced enough, so we have a 2nd prototype TSFX.

    This one records the Flying ACE game from Avalon Hill. 

    image.png.a90f9a8303104109976b1408faea6adb.png

    Other minor enhancements are on the way, related to... beeping.

    1. All beeps will be done by POKEY, because some imperfect STEREO upgrades do not mix in the GTIA beeps.

    2. Alarm will be possible also for standalone TSFXes

     

    P.S. We've got lucky this time, the Turbo Blizzard CIO device handler's source code is available. Not that I fully understand the block write routine, but I understand it enough to adjust it for TSFX.

    I wish the source code was available for Turbo D, and for KSO Turbo 2000.

    000_flyingace_bliz.xex

  7. To take some time off from the Turbo D, I started work on the Turbo Blizzard TSFXes.

     

    The block writing routine is already succussfully stolen, just needs some adjustments, e.g. refrain from calculating and storing the checksum (that is already done by turgen).

    • Like 3
  8. 1 hour ago, _The Doctor__ said:

    N: oh noes fujinet N: device battle?  :)

    But wait .D:   ah perhaps not as device but switches D / N  etc?

    Not unless the Fujinet device traveled in time to the 1980s.

     

    The utility software installed two CIO devices, N and D. The N device used non-duplicated blocks (provided speed, but no redundancy), while the D device used duplicate blocks (not so much speed, but redundancy). So why not use the device names to identify the tape modes? Or is it just Daleks and Nausicaans?

     

     

  9. Version 9.2.13 is out: https://sourceforge.net/p/turgen/blog/2024/03/turgen-9213---double-d/

     

    Changes

    • Turbo D You can choose tape mode (N:) or (D:)
    • Turbo D : The transfer speed setting uses average speed (assuming 50% zeros), instead of maximum speed (assuming 100 % zeros)
    • Standard: Refined GUI, streamlined color choosers
    • Rambit Turbo Tape: Refined GUI, streamlined color choosers
    • Documentation: Ability to specify special file names using $HEX$ notation documented for plugins that support it (Turbo 2000, Super Turbo, Standard, Lower Silesian Turbo 2000).
    • Like 4
  10. 29 minutes ago, w1k said:

    question, its possible in turgen make inverse name of program? like this:

    inverse.jpeg

    Some plugins can do that, namely Turbo 2000, Super Turbo, Lower Silesian Turbo 2000, and Standard. You need to put hexadecimal notation, instead of program title. Use ATASCII table.

    E.g. $HEX$ 32 FC 24 45 75

    Such function must be used with extreme caution, as inverse characters can confuse some loaders/copiers.

     

    image.png.d6d9243edb162d605845a682ffd668b3.png

    • Like 2
  11. 2 hours ago, diamax said:

    Hi,

     

    I try to play ghostbuster atari 8 bits version today with Altirra ,and I'm stuck on the screen selection of the accessories , I have placed all the 3 accessories and I type E at the end to change screen and nothing is happening

    You need to buy at least one ghost trap at screen 2.

  12. 55 minutes ago, dmy said:

    Is there any way to find out what all the different versions like [a],[a1],[a2],... (v1),(v2),(v3),... on atarionline.pl are about?

    Not really.

     

    At atarionline.pl, there are two archives. One is using the TOSEC naming convention, the other one is using "Kaz" naming convention.

    The archive with TOSEC naming convention is smaller, but the file names are in many cases more descriptive (indicating, for example, that it is a hacked or compressed version).

     

    In general, for each program, multiple digital images were collected. Some of them are plain dumps of the original media, others are modified: compressed, hacked, cracked, fixed, trained, transferred from one medium to another.

     

     

  13. The initial work on the Turbo D support is almost finished.

     

    You can take files and convert them to Turbo D, create .WAV and .CAS files, output audio. You can use the Wizard, CLI, and batch processing to create Turbo D project items.

    What you cannot do so far, is creating TSFXes. I didn't "borrow" the block recording routine yet.

     

    When it comes to loaders/operating systems using Turbo D, I've added information on the significant ones (there are others available) to the product documentation.

    Download these loaders from w1k's archive.

     

    Turbo DNM MOS.

    A small tape operating system. Makes the Turbo D accessible through the D : (duplicated blocks) and N : (non-duplicated blocks) CIO devices. Provides a Run function that can load and run binary load files (like the BINARY LOAD function of Atari DOS 2). Segmented binary load files and INIT segments are fully supported. MEMLO is around $2000.

     

    Turbo DNM MOST.

    Same as Turbo DNM MOS, except that instead of using the original Turbo D hardware modification, this loader works with the Czechoslovak Turbo 2000 and compatible hardware upgrades.

     

    BLOAD (V0,V1, V2).

    Miniature utility/game loaders. The V0 includes the D : device handler, other versions do not. Notably, these loaders only load boot files, and not binary load files.

     

     

    As you can see, the situation with the loaders is not ideal. Imagine my disappointment when I realized the BLOAD loaders do not support binary load files (as I originally thought), only boot files. C'est la vie.

    The Turbo DNM MOS tape operating systems are solid performers when it comes to loading binary files, however the MEMLO is rather high for many games.

    • Like 1
  14. I have scored some points when dealing with the "terrible .CAS files".

    Now, instead of having thousands of pwml chunks, you can see a few pwmd chunks, followed by up to pwml chunks.

     

    How I accomplished that?

    The 8 to 9 bits encoding of the Turbo D requires being somehow creative.

     

    Instead of generating 9 standalone pulses for each byte, resulting in thousands of pwml chunks, I keep adding the bits to a bit vector in memory.

    When a block of data is finished, I flush the bits as follows:

    1. Get number of full octets (bytes) in the bit vector [number_of_bits div 8]

    2. Get the number of stray bits at the end of the vector [numbe_of_bits mod 8]

    3. For the full bytes, generate a turbo block. This will result in a pwmd chunk in the tape image.

    4. For the stray bits, generate wide and narrow pulses. This will result in up to 7 pwml chunks in the tape image.

    • Like 2
  15. On 3/5/2024 at 4:14 PM, w1k said:

    im not sure if turbo D supports 9600 bps, i know only about 9000, im right?

     

    here is sound of 9000 bauds :) i love it

     

    The speed detection routine is flexible enough to support that speed. In theory, and in emulator. Practical limits are given by the tape and the recorder. SONY HF beats Emgeton LH.

     

    Turbo D, like many other systems, advertises "the speed of logical zero". That means 9600 bps is actually 7200 bps for a recording that has 50% zeros. In any case, it is "fast enough".

    • Like 2
  16. On 2/13/2024 at 1:40 PM, w1k said:

    Hi, Phaeron :)

    I know Altirra know playing czechoslovakia TURBO 2000 tape system, i want ask if you plan add support Slovak rare TURBO D/DNM ? i have audio files, and technical infos (but only in slovak language)

     

    On 2/14/2024 at 7:25 PM, baktra said:

    Well, you will not expect Phaeron to go through the documentation in Slovak language (and mostly scans that are not so easy to translate) and come up with support for a rare system out of the blue, won't you? That would be naive.

     

    I believe such request must come on a silver plate with the following information:

    1. What is the modulation style (how the 0 and 1 are translated to the electric signal and back)
    2. How the data recorder is switched to turbo mode (if it is applicable)
    3. How the signal goes to the computer (SIO, Joystick Port, etc.)
    4. Sample recording
    5. Sample loader and instructions on how to use it.

    This is the bare minimum. It still doesn't guarantee that a request would be granted.

    It also very much depends on how much work it would require, how it would fit in the current code that supports turbo systems. And last, but not least, the business value of the enhancement must be taken into account.

     

    Let me do some digging first. If I collect sufficient information, we can get back to this matter.

    I am getting back to the matter of Turbo D.

    I have answers to the questions above.

    1. The modulation is the same as for the other "Turbo" systems. Wide and Narrow rectangular pulses are used to encode 1s and 0s
    2. There is no explicit switching to turbo mode, because a "non-standard" input path is used (like Turbo 6000 and Rambit)
    3. The signal goes to the computer through joystick port #2, pin 1 (joystick up). The loader is polling the joystick port as follows: LDA #$10 : BIT PORTA : BEQ/BNE <address>, when DMA and interrupts are off.
      It is the same as the existing (Joystick Port 2;KSO Turbo 2000) decoder, except a different pin of the joystick port is used. The loader expects certain polarity of pulses. Motor is controlled normally, using MOTOR CTRL.

    @phaeron, if you would be interested in adding support for Turbo D to Altirra, I can provide a sample recording, loader and instructions on how to use them (#4 and #5). Be advised, the user base of Turbo D is 2–3 users only. Some indication of the business value. On the other hand, I do not believe that the user base of the already supported turbo systems is much larger.

     

    Thank you

    • Like 3
  17. Another visualization of progress on Turbo D.

    I promise, next updates will be textual. I need to perform some testing and update the documentation.

     

    image.thumb.png.b74c4ab906d05b4f3f8b9888954e7ea4.png

    Not everything is nice and fluffy, though.

    Sadly, the .cas files with Turbo D are rather terrible. The .CAS format is not that great for the 8 to 9 bits coding used by the system. Tons of pwml chunks. 

     

    • Like 1
  18. 3 hours ago, thank you said:

    Hi baktra,

     

    i like how you document your project.

     

    This post reminds me of inheriting projects at work, and the breakthrough coming finally when i abandon the idea "this doesn't make sense to me" and adopt the idea "this doesn't make sense".  Suddenly, progress!

     

    thanks!

    Yes, one of these moments when despair turns to enlightenment. And sometimes back to despair.

     

    There will be a new Turbo D plugin soon, together with the flag of the Slovak republic. That is historically inaccurate (Turbo D is from before 1993), but more illustrative, depicting the place of origin of the system.

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