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madscijr

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About madscijr

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  1. I've been playing with connecting Atari paddles to PC using a USB interface like this 9 pin to USB Dual Atari Joystick, Paddle, and Driving Adapter by iCode, DB9 ports, Plus Edition – iCode Technically Distracted: Playing Kaboom! on an Atari 8-bit Emulator with Real Paddle Controllers Fifth release: Atari 2600 | Details | Hackaday.io and find that the values on the PC side are "jumpy", ie without moving the controller and just leaving it sitting there, and reading the value on the PC, the value fluctuates. Not wildly but enough to make my game spastic. This problem happens with working paddles that have been cleaned and are not "jittery" on a real Atari, and it happens with various brand new 1M Ohm linear potentiometers (which also work fine with a real Atari). After some googling I came across a discussion where they discuss this problem and talk about adding a capacitor to "smooth out" the signal: reading a potentiometer ? (avrfreaks.net) I have seen a capacitor used with a guitar tone control potentiometer. Would adding a capacitor between pin 7 (+5v) and pin 5 (paddle A), and another one between pin 7 and pin 9 (paddle B), be the way to do this? Would it work to smooth out the signal or would it no longer be readable by the Atari? Before I open up my paddle and soldering iron, I thought it might be prudent to ask the experts. Any feedback appreciated...
  2. Thanks everyone for your replies. After more searching, I found one which seems to work pretty well, it has a "d" shaft whichis pretty long and is linear taper. Here is the part number and a link in case it helps anyone: Philmore PC28 1 Meg Ohm Linear Taper Solder Lug Terminal Potentiometer, 24mm Body with 1/4" D Shaft. https://marvac.com/products/philmore-pc28-1-meg-ohm-linear-taper-solder-lug-terminal-potentiometer-24mm-body-with-1-4-d-shaft
  3. I know the Atari paddles are 1M Ohm, linear taper, but searching on mouser, jameco and digikey brings up a ton of choices. Has anyone replaced these in their paddles recently that could recommend an exact part number or the mm size, or other specs that I should be looking for & could filter on? Also, I need a good fire button switch, the standard red classic arcade joystick button, has anyone found any good quality ones at a good price? Any recommendations welcome.
  4. That's pretty cool, so the Pong home console paddles use the same 1MOhm potentiometers as the VCS paddles?
  5. In case anyone finds this looking for another solution to this, we discussed using a USB optical mouse as a paddle substitute here The mouse would plug into a Raspberry Pi or Arduino, which would keep track of the position and use it to control the resistance using pulse wave modulation (PWM). I haven't tried it yet but I'll get around to it!
  6. Just to update people in case anyone else is interested in writing Atari type games on a modern PC, that I have been playing with QB64 and created a couple simple practice games without too much trouble. They run fast, and it's BASIC, so for anyone who grew up with that language like I did, it's not too hard to pick up. I plan to try my hand at FreeBasic next.
  7. In case it helps anyone, I found another implementation for the TRS-80 MC-10. Some videos of it running: Atari Adventure in BASIC: Alpha Version - YouTube Atari Adventure in BASIC: Lucky Chalice Placement and Easy Win! - YouTube Atari Adventure In BASIC Spelling Fix - YouTube Try it in this online MC-10 Javascript Emulator (choose ADVNTR from dropdown and type RUN <ENTER>). Here's the page with a link to the downloadable sound file of the program on cassette(!) and a link to it emulated online: Type-in Mania: Programming in BASIC on the TRS-80 MC-10: RetroChallenge 2018/09: Atari Adventure in BASIC Beta Release More info: Atari Adventure in Basic Lost Sword There is a download link here for the game and the emulator it runs in: Jim Gerrie's TRS-80 MC-10 Games by JimGerrie - Play Online - Game Jolt I was looking for a utility to convert the program listing on the cassette image to a plain text file, maybe it's in this MC-10 archive (has the emulator and more stuff): TRS-80 Color Computer Archive - MC-10 A thread about the MC-10 here on atariage: Remember the TRS-80 MC-10? - Tandy Computers - AtariAge Forums
  8. Thanks so much! This might help other budding programmers too.
  9. Thinking about it, the flip screen version would be fine, but the screen would still need to be redrawn pretty quickly when you move to a new one. On the C64 at least, this would mean reading the new screen data (the whole world would be loaded somewhere in high memory where it won't be overwritten by BASIC) and copying the visible portion to the screen, which would be slow without a ML routine of some sort. I'm not sure what BASIC extensions might have features that would do this quickly, otherwise it would mean writing some assembly or hoping the compiled program runs fast enough so you don't have to wait too long for the screen to be drawn.
  10. Thanks everyone for your replies! Oooh, any chance you might be persuaded to share the code? I promise you it would not be used for monetary gain I'm new to Atari 8-bit and hadn't heard of FastBasic - I looked it up and it is intriguing. Simple, easy, and fast are good attributes for a development language here! My condolences, I'm sure 37 years has removed the sting, but I know the pain of losing one's work. PETSCII graphics can definitely reproduce the look of the backgrounds, but the player, dragons, objects, etc. would need to be sprites, to recreate the smooth motion of the Atari VCS version. I know it's not exactly the most advanced game, but I would like the look and feel to be as true to the original as possible. PS However, I might be interested in a option for a scrolling playfield, rather than the flip screen of the original. Maybe even a split screen game where 2 players can interact in the same world. The thing I wouldn't know how to do would be smooth scrolling of character-based (ie tile) graphics, in a window (the top half for player 1, the bottom half for player 2, or maybe right/left, or maybe 2x2 for 4-player split screen, and maybe a non-scrolling area at the top or bottom displaying score, and other attributes). That kind of thing sounds like it would need interrupts and machine language - stuff that is a little daunting, a little too much work - at least on a C64 which I am most familiar with. Maybe the Atari 8-bits have flavors of BASIC that can do that kind of thing easily and quickly? The scrolling is just a nice to have though, I just thought I'd throw that idea out there. If there is no easy way to accomplish it, forget I mentioned it! PPS I think my main idea and desire would be to create an EASILY modifiable Adventure game / engine. Kind of an "Atari 2600 Adventure Construction Set". Thanks again everyone
  11. Just wondering - the technology used for Adventure was simple enough that just about any 8-bit home computer or newer should be capable of emulating it. I'm wondering if anyone has done it in BASIC (maybe compiled, or with some minor ML routines, or using some BASIC expansion library, for more speed etc.) ? It would be cool to have such a code base to work with, making it easy to modify and create custom adventures...
  12. A long time ago I got me an Atari Video Music (HAD to have one after seeing it in "Over the Edge"!) - it worked pretty well, but took up a lot of space and I wasn't going to be able to justify maintaining ANOTHER ancient device, and ended up selling the thing in a time of need. From time to time I wonder how we might make an add-on for the Atari VCS (serving as inputs from your stereo) to turn it into an honest-to-goodness Video Music console? Many moons ago, some friends threw a party and hooked up a line out from the stereo to an old cathode ray TV to make a primative music visualizer like this and this, affectionately named "herbert". I wonder how an audio signal might be converted to some kind of paddle input on the Atari? We might have the left and right audio channels being read as paddles 1-2, while paddles 3-4 provide knobs for input, and a bunch of digital inputs from paddle buttons 1-4, the difficulty, b/w - color, game select, and reset switches, to match the controls of the video music. (The gain controls would probably just be physical potentiometers built into the audio input adapter.) How could this be done? Thoughts?
  13. Thanks. From look at Joystick multiplexer help, I get the gyst of why multiplexing, although the details are way beyond me (I don't know electronics and assembly language makes my head spin). How is the QuadTari going to be made available - for sale off your site / ebay / etc. (how limited?), an open-source instructable type project, etc.? Is this kind of thing made any easier to build DIY using something like an Arduino or Pi? Thanks again
  14. Thanks. Still waiting to hear when this adapter will be ready. I'd be more interested in knowing how a 4-joystick adapter could be implemented and building one myself. Is there any technical discussion of the workings and how it is read by the Atari?
  15. That will be very helpful to see your Berzerk 2000 R2 code. Here is a question - can the SuperCharger BASIC handle input from a 4-controller adapter, such as described here? Multijoy8 – Atari 8Bit 11 4 joysticks on the 2600 (v2) QuadraStik Adapter for the 2600 These should work by simply "converting" the on/off signals from 4 or more joysticks to specific paddle and joystick values that just need to be interpreted correctly in the program.
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