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Kroko

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Posts posted by Kroko


  1. I got a question. The multicart does not work on the Atari 7800. It works in single cart mode fine though. Is there a way you can update it so it can work on it? or is it just the 7800 being picky and won't run the menu.

     

    EDIT: The problem, is that it does not show the menu at all. It automatically plays the last game in the menu.

    900748[/snapback]

    Is it really always the last game, even if for example only 3 games are on the multicart ? Unfortunately I do not own a 7800. Maybe the 7800 starts up in a different way than the 2600. I would have to buy a 7800 and find out what the problem is. I have currently no idea, why it does not work or if and how it could be fixed.

     

    Armin


  2. This may be a dumb question, but can the supercharger games be put on cart?

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    Even though it seems to be possible .... would it be legal to sell Supercharger games on cart ? I don't think somebody would design such a cart, if selling it is not allowed. I guess it is too much effort just for one private cart. You can easily buy a supercharger for the prototyping costs.


  3. I am trying to write a cycle accurate 6502 hardware implementation in Verilog, and have a few things that make me go, "Hmmmm"....

     

    From what addresses will the 65C02 grab the address in the following cases:

     

    If the instruction is "LDA ($ff,X)" and X=0, will the address for the load be taken from $00ff and $0100 or from $00ff and $0000?

    Same question for "LDA ($ff),Y" and Y=??.  Will the address be pulled from $00ff and $0100 or from $00ff and $0000?

     

    Just trying to make this complete...

     

    Thanks!

    886965[/snapback]

     

    Zero page indexed addressing

     

    Read instructions (LDA, LDX, LDY, EOR, AND, ORA, ADC, SBC, CMP, BIT,

    LAX, NOP)

     

    # address R/W description

    --- --------- --- ------------------------------------------

    1 PC R fetch opcode, increment PC

    2 PC R fetch address, increment PC

    3 address R read from address, add index register to it

    4 address+I* R read from effective address

     

    Notes: I denotes either index register (X or Y).

     

    * The high byte of the effective address is always zero,

    i.e. page boundary crossings are not handled.

     

     

     

    # address R/W description

    --- --------- --- ---------------------------------------------

    1 PC R fetch opcode, increment PC

    2 PC R fetch address, increment PC

    3 address R read from address, add index register X to it

    4 address+X* R read from effective address

    5 address+X* W write the value back to effective address,

    and do the operation on it

    6 address+X* W write the new value to effective address

     

    Note: * The high byte of the effective address is always zero,

    i.e. page boundary crossings are not handled.

     

     

     

    :arrow: So I guess you always need to forget the highbyte in these adress modes. :D


  4. But didn't Andrew Davie say that Kroko (or someone?) built a board for his Boulderdash game?  Lemme see if I can find that post...

    Yes, but it is probably not cheap enough ... The clocked logic adds to the costs and it is using a CPLD. Maybe somebody is able to design something cheaper that is better for mass production :-)

     

    post-3715-1120156963_thumb.jpg


  5. I wonder why nearly all games use SEI, when the 6507 doesn't even have interrupts?  Some games don't (look at Human Cannonball for instance.) I've tried removing this and the games work fine.

    It doesn't have the pins, but some programmers fear that they might occur, even if the pins are not there. I don't know if it is documented in which way the interrupt lines are wired inside the 6507. I think they do exist, but they are not connected. If they are not connected, they might internally be connected to a fixed voltage level or they might float. If they float, interrupts might happen. But I guess they 6507 designers made a good job and you don't have to fear that an interrupt will accidentaly occur. I am not sure, though :D

     

    Thats why I would probably also use a little SEI to be 100% safe.


  6. any eta on the croc cart availabilty???

    862329[/snapback]

    No, unfortunately not. But I will let you know as soon as I know it. Meanwhile you can ask Albert to set you on the waiting list. This helps me to find out how much demand there is.


  7. Here's an interesting discovery I found.

     

    the 16k multicart has some strange problems.

     

    For example: Jr. Pac-Man works perfect as a single rom. But, it loads wrong as a multicart.

     

    Other things I found: Midnight Magic actually runs a tad slower than the original. Yes I have the original to test it out. Works fine as a single rom but once again, as a multicart, it runs slower.

     

    Anyone else run into problems like this?

    854721[/snapback]

    Jr. Pac-Man needs extra RAM. Extra RAM is not supported in multicarts. Only plain F6. I really need to update the Krokodile Commander to prevent the download of unsupported ROMs to a multicart ...

     

    Are you sure you download the same Midnight Magic ROM as single and multicart ?

    The only possible difference is initialisation. In a multicart. RAM and Registers have

    a defined startup value. If you download standalone, the RAM and Register content

    is random. So yes, there might be some differences ...

     

    Well, you can play whatever you like more :D


  8. Cool! Is there any chance that there will be a PAL version also?

    850645[/snapback]

    The most recent thing I implemented was a NTSC/PAL switch (right difficulty) so that there is only one cartridge type and it will play on pretty much any Atari in use today.

    This should answer your question :D


  9. Just for kicks, I converted the NTSC Bump 'N Jump from E7 to F6.  It was easy, only 4 hotspots, making it easier than a PAL->NTSC conversion of the Telegames PAL version...

    850375[/snapback]

     

    Good Job ! I start to think that those companies only invented new BS schemes because there were patent issues with the common ones ?! :ponder:


  10. Actually, depending on which bank is currently mapped in and which bank the current state of the databus would select, a STA WSYNC would trigger a bankswitch on a 3F cart. That's why the Tigervision games access the TIA through addresses $0040 to $007C.  ;)

     

    Very interesting :D


  11. did anyone get a shipment lately? Does anyone know when these will ship again??

    844291[/snapback]

    Please send Albert a PM if you want one. He will set you on the waiting list. My time is a bit short at the moment, so it may take a bit before new devices are finished. If you are on the waiting list, you will get one from the next batch :) I currently can't give you an exact date, though


  12. As Kevin Horton's bankswitching guide says, 3F games react to accesses to all addresses between $0000 and $003F. But the switch will only happen when this access is followed by an access to an address between $1000 and $1FFF. Did your hardware handle that as well?

     

    Lets look at a simple "STA WSYNC"

     

    1. we would access a memory location between $0000 and $003F , right ?

    2. the next adress on the bus is from ROM space which has to be in the $1000 -$1FFF range, because we simply fetch the next opcode.

     

    Would that mean that a STA WSYNC switches banks ? I doubt that :-)

     

    Armin


  13. after several good cleaning, all exept one of the carts is working good. And thats kaboom. For some reason it only works about one is thirty tries.

    :x  o well

    839411[/snapback]

     

    Hm.... Do you have any idea why Kaboom makes more trouble than the ordinary 2K cart ? Bad contacts ? Bad PCB or bad chip ?


  14. Just a clarification here: The meaning of the pins on the VCS connector is different from the meaning of the EEPROM pins. My picture above is only valid for the following meanings:

     

    Top Row:

    1(SGND) 2(VCC) 3(A8 ) 4(A9) 5(A11) 6(A10) 7(A12) 8(D7) 9(D6) 10(D5) 11(D4) 12(D3)

     

    Bottom Row:

    24(A7) 23(A6) 22(A5) 21(A4) 20(A3) 19 (A2) 18(A1) 17(A0) 16(D0) 15(D1) 14(D2) 13(GND)

     

     

    Sorry if I confused you ....


  15. The pinout on a cart edge connector, if you are lookig at it from the edge connector end with the label up, the top connectors are 13-24 from right to left, and the bottom would be 12-1, correct?

     

    The consoles female connector looks like this, if you look at it from above:

     

    1 ..........12

    24 .........13

     

    So I would think that if you look at the cartridge as you described, then you would see pins 1 to 12 from right to left on the top side and pins 24 to 13 from right to left on the bottom side.

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