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LouisB

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Posts posted by LouisB

  1. 1 hour ago, zzip said:

    The file extension of the executable can help here.

    If it ends in .TOS or .TTP than that indicates it doesn't use GEM and should be AUTO folder safe.

    If it ends PRG or APP then it usually means it's a GEM app.

    Thanks for that distinction,  makes total sense as well because for Deluxe Paint I renamed "DPAINT.TOS" to "DPAINT.PRG" to have it launch inside the AUTO folder.

  2. 46 minutes ago, Zogging Hell said:

    The mistake you are making is that at least two of those programs (Atari Music Maker and Omikron) hook into GEM to work, and the auto folder executes before GEM and therefore can't use anything that GEM provides.

    Thank you, this was exactly the info I needed!  I didn't have an ST 'back in the day' so I'm learning as an Atari Newb now :P

    • Like 1
  3. Hello, I have to create some disks for an environment where the user expects the program on the disk to start automagically without user intervention.  I'm using the "AUTO FOLDER" method where the ST will automatically launch the .PRG in this folder.

     

    The three programs I'm preparing are:

     

    1. Deluxe Paint v1.0 - after putting the paint PRG in the folder this worked perfectly (this one is OK)
    2. Atari Music Maker v1.0 - when I put the music maker PRG in the auto folder it fails to load.  If I then manually launch it, it launches successfully.  I tried moving all the files into the auto folder but still no joy.
    3. Omikron Basic v3.0.3 - when I put the PRG in the auto folder, it loads but without mouse support in the basic editor.

     

    Any help / tips appreciated to auto launch #2  and #3 with mouse support.

     

    Are there other better "auto" methods I should be looking into, and are there additional config files that can be put in the AUTO folder to enable mouse support?

     

    Thanks!

  4. Did you find out anything else about this board?  I just opened up an Atari 520ST and it has the same exact board in there! 😮  Seems this board needs to be re-seated often 🤔 

     

    Mine has the battery & dallas clock chip on there.  I wonder if I can unearth the software, or does the clock work with the OS native?  Guess I'll find out.

    image.thumb.png.e3db9e0da41e777aa8125e76f61c7f0c.png

    Atari st tech-specialities Co houston, tx 520A r2.11

    image.thumb.png.5afcddb1c413c5dce0a786dc51d3eefa.png

    image.thumb.png.32b70eac9f892d7ac4468be5f280979f.png

    image.thumb.png.c739c4f58e54ae76fad2b89e719a21a3.png

     

  5. Hello, I ordered some FujiNet FN32ROV-1.6 / UID US000651 PCB's and a stencil from JLCPCB awhile back and I'm finally getting around to attempt building one.  This is my first Fujinet build (and first SMD stencil build 😮) so I thought I'd post up my BOM before ordering to see if anyone spots any obvious errors.  I did my best to match up the parts and got some help on the github as well. 

     

    If you can review and give feedback, would be much appreciated:

    https://octopart.com/bom-tool/wwdTgpTK

     

    p.s. github says "SMD pads for passives are 0402 but you can use 0603 sized passives on them" so the BOM sources 0603.

    image.thumb.png.b46c22698f6b48d8ca092f902a516266.pngimage.thumb.png.bb53d0419533206d374dea051cbeeb69.png

    • Like 2
  6. Hello, I’m attempting to create / re-create a VIC-20 cartridge of the game “Sky Blazer” by Broderbund.  I have two working CRT files (confirmed working by loading them into Vice, attaching the 8KB Images at $6000 and $A000 respectively.)

    image.thumb.png.12b91c642f9185b3b4b90c5a8bf4af8e.png

    image.thumb.png.36dcdd2411d33651625c648900f5fdec.png

    I had some 16K ROM Cartridge PCB’s made using the Eagle files from this thread and burned a 27128 with the CRT files concatenated together.  I also removed the first two header bytes from each CRT which appear to be an address header.  I tried with $6000 first then $A000, and the other way around and nothing loads up when I power on, I’m assuming it will auto-boot?

    image.png.ade4bbf08e3c90d419830e4e102bc4c3.png

    Anyone have advice on how to test if the cartridge is loaded into memory?  Thanks

     

    p.s. I'm pretty sure the default jumpers on the card (blocks 3 & 5) line up with $6000 & $A000

    image.thumb.png.b83f1ea7e2a6fd976bc752ca3335133b.png

    EDIT: And I just realized in my rush to make this last night, I forgot to add the .1Uf capacitor, I'll solder that on and re-test!

    crt.zip

  7. You can absolutely use 360k drives with the stock Ti controller, and as the stock controller is only capable of SD then that's what you'll get.  3rd party controllers were capable of more but I can't speak from experience as I've never owned one.

     

    There is a modification which allows you to read & write 80 track SD disks, but it's more of a novelty.

     

    Check this thread:

    p.s. getting ahead of ourselves here, but if you want to create floppies to test with, run TI99-PC 3.2.1 on a winxp machine with a 360k drive attached.

    • Like 2
  8. 1 hour ago, oracle_jedi said:

     

    A simpler solution might be to just buy some ready made 8K/16K PCBs from "thefuturewas8bit".

     

    https://www.thefuturewas8bit.com/vic-8k-16k-pcb.html

    @oracle_jedi That board is perfect!  But the shipping costs 3x what the PCB does :(  I'm going to spend some more time researching "open source" boards that might fit the bill because I can have 5 of those made & shipped (without components of course) by JLCPCB for less than $6 USD

     

    p.s. thanks for the tip on making custom labels, indeed very professional looking!

  9. 37 minutes ago, carlsson said:

    If you would happen to come across a 16K VIC-1111 expansion, it already has pads on the PCB to install switches or hardwire which blocks it should map. Default is blocks 1+2 but it supports blocks 3 and 5 too. Or buy a ready-made modern expansion, they're quite affordable unless you see added value in DIY.

    Thanks, I'll keep an eye out.  I did some searching but I don't see any ready-made boards in stock.  Would need shipping to US.

  10. 23 hours ago, Keatah said:

     

    Won't argue there. I first played it on the Apple II right when it came out, so that's the version I will always prefer. The clicks and beeps bloops. Iconic in a grand way!

     

    Same thing with Defender. I first played it on the Atari 400/800 and will always prefer that version over the arcades. Arcade Defender was simply too difficult to allow me any worthwhile game time. I always left the establishment with a sense of frustration. Too much to want to go back and keep trying. Space Invaders was similar in nature. I loved the 2600 version. Difficulty, colors, sounds, variety of options, yes. Space Invaders in VCS incarnation was superior all around. And I'm not the only one to say that.

     

    Loved Gyruss on the C64, though of course, here, the arcade version trumps all. Gyruss was somewhat of a two-facer for me in that I liked both versions equally. The arcade with its multi-polyphonic sound. And the home C64 version which tried its best. Considering hardware limitations of home stuff, it was quite the thrill. Remains a fav today.

     

    Pac-Man? Forget it. I suckedadickus at the Arcade. Various home versions were mixed. Just didn't take to the game. The clones (of Pac-Man) on Apple II were more exciting and varied. Microwave. Snack Attack. Others. Surprisingly I didn't have many (if any) knock-offs of it on the 400/800. The pirate scene for 8-bit was slim pickin's in my part of town. Nowhere near like Apple II which had a fire hose of games. And for better or worse I treated the 400/800 as a cartridge system.

     

    I don't believe I spent more than 3-5 dollars on Pac-Man. Lesser on Defender. And, if memory serves, exactly fiddysents on Space Invaders. However it would take me spending hundreds or possibly thousands more on other games before I gave up the arcades for good and forever. Sometime in the mid-1990's give or take.

     

    Retro can be a funny nonsensical thing at times. Logic would dictate that we gravitate toward the technically superior version of a game. But time and time again nostalgia and first experiences prove otherwise.

    @Keatah I feel our gaming tastes are very similar because many of your comments resonate with me.  Especially those about Defender and Pac-Man.  Really glad you mentioned Snack Attack!  Definitely a pac-man type game, but faster and felt more alive.  The sort of game you can "get in the zone on" and start feeling it.  IIRC the sound effects were really good for an Apple II game.

     

    Agree about the scene, in my neck of the woods there was also a plethora of Apple II software titles going around.

     

    Nostalgia is a powerful thing (probably not for everyone) but there's something very comforting in reviving and re-living those old brain paths still laid down like wax in our grey matter.

    • Like 1
  11. 16 hours ago, carlsson said:

    Another way is to get a switchable RAM expansion that allows you to map 16K RAM into those two blocks $6000 and $A000 and then load the files from e.g. disk or memory card device, just like you can load them in the emulator. Some ROMs have copy protection in terms of they try to overwrite themselves, but far from all have that property.

    @carlsson thanks for that, when you say "get a switchable RAM expansion..." is there a PCB or schematic publicly available that shows the memory mapping configuration and switches to enable eproms at the various memory access locations?  Sorry, technically I should research this more before asking and/or study the VIC20 Schematics to derive it myself but If it's been done already, well a schematic is worth a thousand thoughts :)

     

    EDIT: Ok a quick google revealed this: https://github.com/dikdom/VIC-20-RAM-ROM-Expansion.  And appreciate any comments about other user experiences / preferences with VIC-20 RAM Expansion or Mapping Techniques

    • Like 1
  12. @carlsson TYSM for your expert reply, you've definitely saved me from spinning wheels with this cart.  About modifying the game, I don't have any experience decompiling or reverse engineering cartridge game code so that route is beyond my knowledge at this point.

     

    So are you saying I should look for a cartridge that has two 8K ROMS in it?

     

    I found this list of ROMS, anyone know what cart might fit the bill?

    http://mhv.bplaced.net/cbmroms/cbmroms.php

     

  13. 8 hours ago, Keatah said:

    Oh how cool. I had no idea SkyBlazer was on the VIC-20. I thought it was only on Apple II and Atari 400/800.

    Yes!  Definitely one of my top 5 favorite games on Apple II back in the day.  I've been going back and playing it on all three platforms (on real hardware.)

     

    Recently played it on an Atari 800XL for the first time, and unsurprisingly (due to obvious limitations with stock Apple II sound functionality) the sound effects on Atari are far superior!! 

  14. I'd like to modify (hack) VIC-20 Cartridge "The Count" into a "Sky Blazer" cart by replacing the ROM with an EEPROM burned with these 8k images:

     

    Sky Blazer (1983)(Broderbund)(NTSC)[6000][multipart].crt

    Sky Blazer (1983)(Broderbund)(NTSC)[A000][multipart].crt

     

    I've verified these images work in Vice emulation using "Add to generic cartridge..." 4/8/15KB image at $6000 and $A000

    image.thumb.png.d31c532c569c96e969b138a0c7650054.png

    image.thumb.png.7aad0b23bb93935f6b245db74f09f071.png

    image.thumb.png.33016eb5e32c6ba9fb030217fd041f1b.png

    Cart w/ Original ROM

    image.thumb.png.d37af629a324fdc1d6a57af605186313.png

    Other side of PCB

    image.thumb.png.1f11f5dee1a42859feacdfc96afbc56f.png

    Understand that $A000 is the 8K cartridge space.  Is some memory mapping required to access the other 8k image in $6000, or can I just burn the two sequentially into a 16k eeprom?  Appreciate any VIC-20 guru comments!

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