jhusak
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Everything posted by jhusak
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There is a VERY simple converter that WORKS, whatever one say. One resistor and one fet-n transistor per signal. http://www.botkin.org/dale/rs232_interface.htm It should work under 3.3V, under 5V works flawlessly. I have put 5V as pull-up sink for out line (ie ttl->rs232) aswell as on input. I would use this for short distances of course, let's say 1-2m.
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Personally I think that SD support is "a patch" for real atari hw, as in emulators. So it can wait, and we do get SIO support which is enough for "near 100%" compatibility testing. We do have SIO2SD, SIO2PC, SIO2BSD, Aspeqt, etc, etc. There are three cables (well, four) to connect this, either Disk drive/Sio2SD (before max232) or SIO2PC in numerous implementations (after max232).
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Reasonable price for those from Poland: http://kamami.pl/ind...roductID=177285 For students even less price... Anyway. I wish you VERY VERY MUCH to drive this project to state ">=99%" compatibility in standard emulation mode. In turbo mode the compatibility is not so important in HW, with CPU exception, which should achieve 100%, but this is easy for you, as I see I'd prefer to have an emulation of "bunch of cartridge slots", let's say 4 or 8 or even more, of type: atarimaxflash, Sic!, OSS. -------------------------- On the other hand I see: - zx on de1 - minimig (68k only) - atari st works in progress - many cpu cores available So I think this is very universal device, get, upload and voilla!
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Source for manufacturing "Original" 8-bit cartridges?
jhusak replied to JAC!'s topic in Atari 8-Bit Computers
Hey, you think like a real Pole Sandpaper, file etc You can order those cases with some milling. For example: "I want to thin this on sides by 0.5 mm on 3 cm distance". Probably a picture would be good. You pay double or triple, but still it is a buck or two. The 1200XL cartridge should be thinner on 4.5 cm across the edge. -
Hello I have sent the parcel number to everybody I have sent the parcel You can follow you parcel in Poland at http://sledzenie.poczta-polska.pl/ Enter you number int the search field and you have the information, is it in Poland yet or it left Poland There is an information, that even the parcel left Poland, there is tracking info still, but maybe not accurate. I do not know about parcel tracking site in Germany, France, nor USA, so if somebody finds it please write it down here.
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Hello Hello! The last news is that ALL THE CARTRIDGES have been sent! There were three sending-sessions (due to a lot of manual work, Adam did it!) 1. The easy one - to people from Poland 2. The first worldwide session - week ago 3. the second worldwide session - today. I really do please all of you to let me know when you get the cartridges (with the date of arrival)! Now I have about 6-7 confirmations. I want to get some statistics, how fast parcels go to Europe and to USA from Poland (the top record was the parcel have been sent on thursday, and on monday parcel reached destination - France!)
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Source for manufacturing "Original" 8-bit cartridges?
jhusak replied to JAC!'s topic in Atari 8-Bit Computers
They fit if force used. However, easier in than out. You can (for your use) pile it a little. Atari 1200 XL was not popular in Poland due to incompatibility with some programs and they were not sold through official channels, so cartridge shell designers did not know about too narrow cartridge port in 1200XL. -
Source for manufacturing "Original" 8-bit cartridges?
jhusak replied to JAC!'s topic in Atari 8-Bit Computers
XEGS cart is too complicated Quality - te pads are tinned by pcb production process - hey are durable enough as we see by turbo-cartridges hand-manufactured in eighties in Poland which were tinned with solder iron and still work today -
Source for manufacturing "Original" 8-bit cartridges?
jhusak replied to JAC!'s topic in Atari 8-Bit Computers
Do not know it is the same, but I was talking rather about: http://maszczyk.pl/pl/offer/view/86/334/obudowy-km-20 -
Source for manufacturing "Original" 8-bit cartridges?
jhusak replied to JAC!'s topic in Atari 8-Bit Computers
I have designed a simpliest and cheapest 128/256k cartridge. This is bankswitching and I use this as simple filesystem cartridge (the game is loaded by xex loader in first bank, then xex file follows in the remaining banks). They are produced in automatic pick-and-place and flow soldering process (no hand-job). The parts used are all smd. The bankswitching scheme is: bits 0-4 of address D5xx (addresses D500-D51F) choose the bank (default 0) and setting bit 7 (access at >=d580) turns off the cartridge. It is almost identical programatically (but the circuit is very different) to AtariMax 8 MB; however, it uses no GAL or PAL, only raw TTL-s and eprom 1MB or 2 MB (27c010 or 27c020) and some resistors and caps. The "Ridiculous Reality" cartridge game is published on such cartridges. Moreover, here in Poland we have still Atari 8-bit cartridge cases produced in two shapes and very cheap (0.5 Euro) and in two colours, and even if you want 1000 of them you can choose your own colour (for example transparent). So, if you are interested, let's talk. -
Hello again. I'm sorry for lack of fresh news, but there are they. Due to lack of manufacture that would sell us the tecture boxes fast, we have to wait for them day by day. Day by day turned into week to week (hopefully not month to month). But - they are ordered and in friday finaly reach the destination (=me ) Because of vacations the delivery of packs will begin in the second week of Friday. I really appologize for the delay. I ask you to: - send me an destination address to sell the cartridges to with email as a key (given at registration) - the cartridge parcel is set to: 27 Euro to Europe, 35 USD to US with shipment included. People, who have ordered more than one cartridge, please pay the multiplication of above prices, we will refund you the difference later, if appied. I will send (in hour max) the email to every of orderers. You will get the email from the email address to send money to through paypal. Do not forget to include an postage destination addres for the parcels! --------------------------------------------------------------------------------------------- The next information is that The Deluxe Version will be published in April 2013 (real, not optimistic time), with order beginning in the second week of Friday. I'm sorry for inconvinience. Keep in mind we're a busy people and we do this thing for a first time. So please forgive us those time-shifts.
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Well, all of them work fine under WINE on MacOS X.
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Hello Folks. The list is closed. We will start sending parcels about 22 january. The slight delay is caused by empty stores - no proper packs, boxes, etc. In the direct e-mail I will send: - the email account to pay through paypal - the amount of money (we do not know the weight of the package yet) - the request what address to send the cartridge to. The people from Poland will get their parcels quicker due to local delivery and there is no problem with setting the price for a parcel. We will send cartridges by priority registered letters, so to US they will go about two weeks.
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Hello. I have just sent an order confirmation to all interested people. If you haven't got the confirmation please place order again and tell about this here on the forum.
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Hello. I have just sent an order confirmation to all interested people. If you haven't got the confirmation please place order again and tell about this here on the forum.
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Atari XEGS (XE System) & Accessories - $75.00
jhusak replied to MrFish's topic in Buy, Sell, and Trade
How pity that you do not sell to Poland... Through the ocean... -
At http://www.husak.com...culous-reality/ one can order Ridiculous Reality cartridge. Those are the carts that were not sold on SillyVenture demoparty. As We said, in the february you will get a possibility to buy Deluxe Edition. The game itself likely will not change. Nice ordering RR Team.
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At http://www.husak.com...culous-reality/ one can order Ridiculous Reality cartridge. Those are the carts that were not sold on SillyVenture demoparty. As We said, in the february you will get a possibility to buy Deluxe Edition. The game itself likely will not change. Nice ordering RR Team.
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Special selling-model - fair for all users. No reservations.
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Last Minute news! We have managed to release the cartridge of Ridiculous Reality game - the winner of ABBUC software contest 2012! One thing - the cartridge is "SV - Edition" - so if you want it you must be personally on SV 2k12. Very hot, last minute "wednesday - date" production, testing and dtp (yes, 2012-12-05) SV Edition is extended: alternative ending and level skipping by pressing combination of keys... Promotional price! Ridiculous Reality Team.
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decompilers/code reading/development
jhusak replied to Atari8bitCarts's topic in Atari 8-Bit Computers
I'd rather prefer real free tools (DIS6502 is very cool, I have used it to fully convert Amaurote code into an asm listing with full success) if they are available, not "free" tools. I barely use "free" tools - only if I'm in a hurry but I do not recommend them to myself. I have stopped using Pho***shop, Ill****rator, MS*ffice years ago. Believe, nowadays one cal live without them So I recommend DIS6502. Its rough only for the first time; well, it works fine under wine - ideal for linux and MacOSX users. -
Atari 1050 Disk Drive not working - Some help needed
jhusak replied to freemonk's topic in Atari 8-Bit Computers
The usual 1050 defect (especially when Top Drive installed) was breakage of the spindle flat spring that keeps the diskquette in the right place, centered and revolving. The fix was "use the 0.33 liter coke can to get the sheet of springy metal, cut it to the right size of original piece (times two), drill the holes and mount it instead (the two new sheets). One sheet of metal spring could be not enough but it could work. The next defect is in the disks themselves. They simply tear off, as in this story. Read them as much as possible in one go, clean the heads and repeat. The next defect is the revolving speed of the spindle. There is a potentiometer to adjust it. The next is eprom overage. The eprom lasts 20, 30 years. Then it may have single bits erased. The next thing is that electrolityc capacitors are loosing electrolyte - they loosing capacity. Replace them. Thats all folks, I think -
There will be the documentation. AND there WILL BE a 128K version. The full source code of the game will be published IF there are no problems with Pickford Bros acceptance. I' am glad that all the half-year after-hours fork is appreciated by you. I simply could not watch neither play this buggy game. So I've made it almost bug-free (however, The Bugs are intact). The only visible bug is when there are tall buildings around and they cover Arachnus. And last - but not least - gr8 painters! Is anyone interested to put her picture into the game? The 128k game will be enchanced by inter-scene pictures fading one into another, not like ZX version (ugly animation).
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Hello. I am proud to present you the New! Refreshed! Bugfixed! Speedup! With Intro! Amaurote+ there is a lot of things that were fixed upgraded updated optimized that there is only link to the news in Polish language. Please, use the online translator to get some info about this big improvement. Happy playing! link to the article in polish: http://atarionline.pl/v01/index.php?subaction=showfull&id=1333737579&archive=&start_from=0&ucat=1&%3Bsub=Z&%3Btg=%27&ct=nowinki Link to the game itself: http://atarionline.pl/v01/index.php?ct=katalog&sub=A&tg=Amaurote%2B#Amaurote+ the article translated by g##gle: -------------------- Amaurote it was one of the games that I dreamed at night. I considered it a masterpiece programistyczno-graphic. However, the result of too much slowing down, with a large amount of insects chasing Arachnusa, discouraged with it too (maybe) soon. The time passed, the wounds are healed childhood, memories przyszarzały. Revived only after discussion and argument at0mica that Atari is not possible to speed up the game! Ta. Well, of course! You can not! Well, but no like this? I'm not going to do? I took his hands the good old "dis6502" and I started to analyze the game. He immediately threw me in the eyes of the enormity of the code, which in this game is upchnięty. During the analysis it became clear that the authors were quickly copy the code, than write it in a universal way. This gave great contribution to the shortening of the Code. Curiosity is the cleaning of the screen and swap (rewrite) offscreenu the main screen. They occupied a few kilobytes and there were a series of lda adr, x, fixed adr2, X. And so 32 times in a loop, and so eight times, to not slow down it, just a little, unnecessary travel. These optimized, long pieces of code have been performed: Arachnusa walking on the selection screen of the city, the patterns in the forefront of animation and game over, at the beginning of the game and after entering the radio menu. I will say this much: the replacement of normal loops has not slowed down one iota visually the game, and got it a few KB of free traffic. As a result of these and still other skracań I was able to reduce code and data of about 8 kb, which are then filled out the new code and new data. It has been slow around 300 bytes. Memory at the beginning (under $ 1000) is used to buffer sprites (and exactly what for them), and finally on the map of the city (4 KB of $ C000). The game even provides plenty of space for buffers. About 2 KB of memory at the beginning of the sprites, and in fact their background, 4 kB of the city, 4 KB of offscreen, 6 kb of memory screen. Screen and offscreen memory is used skillfully and effectively transcribed (mosaic effect). This effect, however, Atari is much slower than the ZX Spectrum, where the game originally came from.Despite a desire not so much, I managed to speed up this part, but I managed to shorten it about a kilobyte. Luckily for me it is not crucial for the game. As a result of these corrections the game speeded up from 50% (when he's on screen Arachnus) to more than double or better - for the flood of bees. Now, when there are 5-6 on the screen, you can play quietly, before the game became. With interesting to mention that the game uses all available memory and disables the operating system. The things that were changed (uppercase and lowercase): change in the organization offscreenu to 32 bytes / line of 28 bytes / line (it was a chore: it is true kilobyte saved, but the speed of the game a lot lower). I also tried switching to text mode. It even worked and is much faster. However, overwhelmed me and other Arachnusa drawing sprites with a vertical resolution of 1 line in text mode. Because I did not know the code well, I might be good to let a dead end, so I made a return. Analyzing procki prescription sprites on the screen I found that would work faster if offscreen will be 32 bytes wide. For this to happen, you had to rearrange (change address) of the screen and buffer offscreenu the dashboard, the new location memory, offscreenu and dashboards, and related optimizations drawing sprites offscreen and data transfers - screen; changed the code to generate subtitles - now have a position on the 0.5 mark (one byte) at a level and you can leave for 1-7 lines down, it looks more professional. I ran it by analyzing the code, it is easy to make, and these inscriptions non-centering terribly annoyed me; added a few characters: + - '; optimized procedure for drawing the hexagonal frame, both in terms of speed and memory consumption. It is divided into two phases: Do not draw anything where you do not need, copy, where necessary, and in other cases the standard LDA and ora hundred. Powered third time, and occupied 1/3 of one revolution of the loop animations; added vertical (well, zig-zag) edge one-point separating the playing field from the frame - it was due to inconsistency - the ZX it is, and the Atari was not ...; thrown the entire code reverse sprites (all bees and Arachnus were reflected symmetrically on the fly) - now sit reversed in memory (inflection, when the ball turned away ). After these optimizations, unfortunately, a lot of memory requirements have grown.However, optimizations in the code released and allowed some space: the introduction of bees flying animation frames, which contrary to appearances, had not been! - At the request of Kaza; optimized distribution of sprites in memory (obtained 1 KB of space). It was interesting. Most of the sprites do not use the whole amount. Therefore, the sprites arranged so that the "overlap" each other - if they have joint margins at the top and bottom - that these lines are cut ...; Optimized dashboard, you can see it in detail "damage Arachnusa%", and the length of the resulting code with a copy-paste, which was thrown: 0.5 kb shorter code; Optimized for the length (or brevity) the operations of rewriting the screen. Again, when changing the organization of the 32 bytes ofscreenu departing add one byte for each line of the screen; Fixed bug: the first line of the screen is not updated graphics (a one-line grid from top). It did not give me sleep, since I noticed it; Fixed bug: the last column of the screen is not updated in animation. Such a lot of time looking for - but there were! Fixed bug / ficzer when mrygają flies when you are standing. Kaz suggested that it may also be in order, because it can be seen better, but now can lurk . In any case, do not blink ZX and at home have not; somewhere along the way crept bug: the city were slightly different - different with details Here wprzągłem TRACE to do, and I discovered that this was due to plugging of temporary memory after my surgery. challenge was also adding new phases of the animation. Like everything in lists, tables, and as amended Arachnus threw paving: D It turned out that not everything can edit the tables, some are in the main procce Ifach sprite drawing. surprise: Arachnus to repair, as well teleport at the start of the game is lowered into the field of play, and does not appear on the bottom at once, as was before; optimized compass arrow - now the brightness is proportional to the distance (to a large approximately) and are greatly accelerated and lighter memorized. To everything was as I came up, I had to leave the line down, then just copy the 22 bytes of the arrow (ie 44 total). And before it was hoho: lda and sta ora! Opening credits extended by creditsy + added the title of which is not original: P Grossblatt sprites supabomb bombs and indicators, and the arrows; wound up skipping a track Arachnusa bug on the "half field". It turned out that this bug was known for writing the code in one place because it improved, but the other does not. Therefore, straighten Arachnusa coordinates and objects which go through the full field. and last but not least - a great intro with graphics Kaza, styled on an old TV. I had long wrinkle to what to do in the intro. Originally it was to place an image Kaza 32 bytes wide. Then I got the effect of "interlace" (as the old TV). But Kazowi did not like it (he did not wonder), because the appearance of the figure had suffered, hi-resu details were barely visible. Then I thought - after all these TVs often broke off sync, and the A8 is such a thing is trivial. Prock wrote picking sync, BUT do not fit on one line for a few cycles. A must be called in every line of the screen ... Well, this is in two. But running 50 Hz. But the picture of 32 bytes wide - good for the game - looked strangely at break synchronization. Therefore, I asked Kaz a broader picture. Loitering , the width is adjusted to the field of play, but dorysował. I have broadened it (to the nearest 48 bytes, and actually with the horizontal sync pulse to 64 bytes). So the picture is 16 kB (256 lines x 64 bytes).Then I added more so-called scenario, the inclusion and exclusion of TV - and the effect is probably pretty cool. And certainly the original ; a! - And even planned to sampled sounds, and are synthetic , that is generated on the fly control bit 4 in the AUDC. at the end I packed everything exomizerem. Intro unpacks to 2 seconds, and the game after the intro 4 seconds. The file "Amautore +" can be downloaded here. Fruitful debugging! ---------------------
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Thanks, sloopy. I'm waiting for news. BTW, how many of them go to Poland?
