CharlieChaplin
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Everything posted by CharlieChaplin
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Bravo Sierra Computers and Ben's status
CharlieChaplin replied to Justin Payne's topic in Atari 8-Bit Computers
Well, I tried to order something from Barvo Sierra Computers and this was Ben's reply: ----- "Most Dearest Andreas, There are 3 obstacles keeping me from shipping to other countries. 1) There is no longer a short customs form, so I'd be forced to fill out the long form. 2) There is no longer a small packet rate, so I'd be forced to send it by Global Priority Mail, no longer by Parcel Post. 3) I can't and won't do paypal, bank transfer, or any kind of credit or debit card. There are 3 conditions I need met for selling to other countries. 1) I can't ship outside the United States, so you must have someone in- side the United States receive your order. Preferably someone you trust. 2) Then that person can repack your order (if necessary), fill out the customs forms and you can arrange payment with him or her. 3) The only payment I accept is Cash(American Dollars), even through the Mail, Western Union, or a Postal Money Order. The kind you buy at a U.S. Post Office, the kind I can Cash at a U.S. Post Office, in U.S. Dollars. They sell These in the United States, Canada, and Japan. I'm not sure where else. You might be able to do this at a Post Office on a U.S. Post Office at a U.S. Military Base. I don't believe a German Post Office can do this. The best you can do is have someone pay me on your behalf. May- be the same person receives your package on your behalf. " ----- So, to make a long story short, could someone from the US order a few items from Bravo Sierra Computers for me and pay on my behalf ? If so contact me via pm for details... (I can pay with paypal or bank transfer). -
Afaik, MyDOS originally used XIO 39 for binary load, while SpartaDOS used XIO 40. Then MyDOS added XIO 40 for binary load to be somewhat Sparta compatible. (MyDOS now has two XIOs for binary load, XIO 39 and XIO 40.) In the end, both MyDOS and SpartaDOS support XIO 40 for binary load... see Atari Wiki
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copying files from 1050 to sio2sd
CharlieChaplin replied to Theodore2's topic in Atari 8-Bit Computers
Find attached three empty ATR images: 90k, DOS 2.0s/2.5 format (707 free sectors, 128BpS) 130k, DOS 2.5 format (1010 free sectors, displayed as 999+ free, 128 BpS) 180k, DOS 2.0d format (707 free sectors, 256 BpS) Make copies of them and use them as placeholders for your real disks. empty_ATR.zip -
Lets make me at playing Snokie better ! Fixed that for you...
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Unicorns season: Prince of Persia for the A8!
CharlieChaplin replied to rensoup's topic in Atari 8-Bit Computers
+1 My observation: If you make a program on NTSC A8, then in 99% it will also run fine on PAL (slower, but it works). Make a program on PAL A8 and in only 50% of cases it will run fine on NTSC (in the other 50% it will crash, freeze, etc.). Maybe every A8 programmer should code new programs under NTSC environment ? -
Yes, that was the one! Or that subpage of it: http://pvb.free.fr/Atari/atari_pg2.htm It contains a program to save highscores, but most-likely not what twh is searching (and it is using french language)... the downloads for these programs are there: http://pvb.free.fr/Atari/atari_pg5.php#6 In my collection I have dozens of A8 databases (and calc programs like Visicalc, Syncalc, Speedcalc, BBK Calc, etc. can be used as databases too I think, just like Excel), some are for vinyl records, some for CD's, some for MC's/tapes, some for stamps, some for magazines/books, etc. some are just general databases, like Antic / Analog / Page 6 databases, etc. and some are just PD databases for 48k, 64k or upgraded machines. I never used any of them, so I do not know if one of them could be what twh is searching for...
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There was a french A8 webpage that had an A8 database program to save and collect A8 highscores, amongst other stuff. Thought it was the Phoenix/Galaga webpage, but could not find it there (maybe its not available there anymore?). Searched for Pierre Faller's webpage and also could not find it there. Search continues...
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Well, they could have simply changed the OS, so that tapes worked with 900, 1200 or even 2400 Baud, I think. There are "software turbos" that do not require to change the data recorder at all, some of them simply save with a higher baudrate (800-1000 Baud, no special loader required, no additional hardware required), some save with a loader and even higher baudrate (900-1400 Baud, req. special loader, but no additional hardware required). So, if the OS already had some of that code, loading at higher speed even on a standard (unmodified) recorder would not have been a big problem... (Think that's also true for disk drives, they could have chosen 38k4 baud or 57k6 baud as standard data transfer rate, instead of 19k2 baud; but afaik, it was originally planned to load A8 disks via parallelbus, which they could not get working reliably for quite some time, so SIO was invented. )
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copying files from 1050 to sio2sd
CharlieChaplin replied to Theodore2's topic in Atari 8-Bit Computers
Well, I do own four SIO2SD (2x SIO2SD by Lotharek, 2x SIO2SD/PC-micro by santosp), but I have never copied a single diskette from a real A8 drive to any of the SIO2SD`s, so I cannot really help here - but I try... When I started copying real disks into ATR images in the late 90s / early 2000s, I simply used SIO2PC by N.Kennedy under MS-DOS and I still do that today. The PC I am now using has two harddisks, one boots MS-DOS and SIO2PC (and contains four partitions filled with thousands of ATR images), the other boots Win XP, so I can easily copy my ATR images onto USB-sticks, CF-cards, SD-cards or whatever... ----- If you do not have any ATR image on the SIO2SD, then setup your real drive as D1: and SIO2SD as D2:. Create an empty ATR image on the SIO2SD as described in one of the manuals flying around. (I am absolutely clueless here, it is depending on the SIO2SD firmware you have, afaik with firmware 3.1 you have to use shift-K4 to eject a disk, then shift-K4 to create an empty ATR or something like that, but not sure what size is created then). Then boot a sectorcopy program from the real drive, which should detect D1: (real drive) and D2: (SIO2SD, empty+unformatted ATR). Setup the sectorcopy program, so that it formats the destination (empty ATR on SIO2SD). Next insert a diskette into the real drive and sectorcopy it onto the SIO2SD. If my theory works, the sectorcopy will read from the real drive, next format the empty ATR image on the SIO2SD and then write to the ATR image... Afaik, the ATR image is then saved under a pre-defined name and I am unsure if you can change (rename) it with the Atari or the SIO2SD. Think there were versions of the SIO2SD firmware where the created ATR image could not be renamed by the Atari and you had to do it with a PC, so one could only use it to create one ATR image (further images would have overwritten existing ones). This meant, one created a single ATR image with SIO2SD with a pre-defined name, then put the SD-card into the PC to rename it, then created the next ATR image with a pre-defined name. Hopefully they changed that awkward behaviour with the latest firmware, but as said before, I never tested it and would not be surprised if it is still the same... Much easier is the trick Allan described above - simply copy various ATR images (completely empty or with just DOS 2.0 or DOS 2.5 on them) as placeholders onto the SD-card of your SIO2SD, using a PC. Give these ATR images the names you want to use later for your real disks. When done, put your SD-card back into the SIO2SD and copy your real disks onto these ATR images that are already there (overwriting them with the data of your real disks)... -
Aha, so you need (PC) CAS files then for testing. Sorry, I never used/owned any kind of turbo-tape and therefore never created any turbo-tape files. Even today I am still loading tapes with standard 600 Baud to convert them into bootdisks. I was never really interested in turbo-tape format since there are way too many different formats and I did not bother to make loading from tape a little faster, instead I bought a disk drive...
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What kind of CAS ?!? a) CAS created on the PC, they do have the FUJI header, contain info for baudrate and whatnot b) CAS created on the A8, no Fuji header, just plain binary tape data... I am using type b) on my A8 computers with several C-Simulators to load them with 19k2 Baud from diskette. Of course not every tape (casfile) works from diskette, due to protections and used memory but approx. 80%-85% from 800 tested tapes do work fine with one CSIM or the other. There is also another 5%-10% of tapes which I can simply freeze, using three different software-freezers (which do create self-running bootdisks)... For type b) I can send you several ATR images in DOS 2 format with just the data (plain binary files) on it and no CSIM... for type a) there are several (PC) CAS archives on the internet, e.g. the ones Montezuma mentioned above... Find attached a few (PC) CAS files from my collection. Note that the following files do require Basic: A Day at the Races (Start), Fruit Pickin (CLOAD), Fruit Salad (CLOAD), Hubert (CLOAD, lame+old german type-in listing, please wait init. 3 minutes!). Think I created only five of these CASfiles, all the rest were created by others... Last not least, if the opponents do not appear in Knock Out, just press any key on the keyboard and if you cannot find the key named "anykey", use spacebar instead... PC_CASfiles.zip
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Afaik, SpartaDOS and SDX do support autostart-batchfiles (Startup.BAT or Autoexec.Bat) ?!? So one could create a batchfile that has only one entry - LOA Filename.COM or just Filename.COM. Not sure if one has to use the X command also (like X Filename.COM), since I never use Sparta or SDX... But there exists also a Gamedos for SDFS, it's Micro-Sparta-DOS (nicely abbreviated to MSDOS.COM) that acts as a bootmenu to display multiple ML files (COM/EXE/XEX) and load them. If you want to boot only one file, then there is the above mentioned boot program BOOT.COM which can be used like FJC explained (D1: instead of A: is also valid)... Edit: Nice typos, instead of use/used I always typed sue/sued...
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The Atari Mirai: https://www.youtube.com/watch?v=dzQ1LDaf38c Cancelled Game Consoles: https://www.youtube.com/watch?v=pS7u2skk_Qg (approx. 4:34)
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A long long time ago... Mathew Ratcliff (RIP) wrote the XEGS manager for, errrmm, Antic or Analog magazine. And he not only wrote a manual for it, but a longer article - for the history of "Why the XEGS ?", it's enough if you read the first two paragraphs... (And maybe take a look at youtube and other sources to find out, there was a newer/better Atari console "Mirai" in the works with a larger cart. port that looked exactly like the XEGS, but was never released, e.g. www.youtube.com/watch?v=dzQ1LDaf38c ) ----- cut here ----- "ATARI XEGS INFORMATION By Matthew Ratcliff (In Memoriem!) This look inside the Atari XE Game System includes two programs. XEGS Manager is a utility for convenient control of all the Game System's built-in features, but many of its options can also be used on the other Atari XL/XE computers. The second BASIC program is a short "spray-painting" routine for testing light guns. Atari executives asked the heads of several major toy store chains which product they'd rather sell -- the powerful 65XE home computer for about $80, or a fancy new game system for about $150. The answer was, "You can keep the computer, give us that game machine!" This "game machine" is what we now know as the Atari XEGS, the XL-compatible Extended memory Game System. It's simply an enhanced 65XE in a game machine package. It's also a brilliant idea. The XEGS has been selling out almost as fast as toy stores can get them in. The XEGS may not seem like such a hot idea to serious Atari computer users. But just think about it. If you were afraid of computers or don't have the foggiest idea what to do with one, you'd have absolutely no interest in an Atari 65XE -- even if it could play great games. However, you'd probably have no compunction about buying a great video game system, the XEGS, as a new addition to the family entertainment center. Now we'll take a close technical look at the Atari XEGS. I'll explain how some of its changes in physical design have affected the operating system software. I'll also present the XEGS Manager, a utility for controlling all the built-in features of the XEGS. KEYBOARD The keyboard of the XEGS is detachable. When not connected, the XEGS console looks (and acts) like just a tame little game console. In fact, Missile Command is turned on automatically. Plug in the keyboard and turn on the machine without an external cartridge, and you're running Atari BASIC, Revision C. The keyboard is virtually identical to the one found on the 130XE. It's mushy, but you can get used to it. The cable on the XEGS keyboard is quite short. There are two brackets at the top of the keyboard case which lock neatly under the front of the console. The keyboard connector is a standard DB15 female. My first XEGS project was to construct an extension cable for the keyboard. I find it far more comfortable to type for a long time with the keyboard on my lap than on a desk. Inside the XEGS keyboard case is a small circuit board. On it you will find some resistors, capacitors and two CD4051 chips, which decode the keypresses and send an internal keycode back to the POKEY chip in the XEGS. I already made an adapter cable to connect the XEGS keyboard to the 800XL joystick ports. So far my efforts at "scanning" the external keyboard manually have failed -- the POKEY chip does this automatically in the XEGS -- but I hope to bring you a laptop keyboard utility program that lets you use the XEGS keyboard on any other Atari computer with minimal hardware hacking -- just a cable. MEMORY There are only two RAM chips in the XEGS, which deliver a full 64K of RAM. They're Texas Instruments TMS4464-12 64K-by-4-bit chips. In the XL/XE computers, eight 64K-by-1-bit chips are used. Fewer chips improves reliability and generally reduces the cost of producing the machine. In fact, the XEGS contains a total of only 17 chips. ICD has indicated that it is working on a RAM upgrade kit for the XEGS similar to the RAMBO XL for the Atari 800XL. I've already received a 128K RAM upgrade kit from Innovative Concepts for my XEGS, making it fully 130XE-compatible. I'll review this in a future issue. Using higher-density ROM chips, the updated XEGS operating system had 8K of spare ROM. Atari decided to use that extra ROM for the Missile Command game, which is bank-switched in and out much like how Atari BASIC is toggled on and off. Missile Command can be enabled by holding the [SELECT] key during power-up when a keyboard is connected. When in BASIC, you can enter BYE to get to the Self Test. From there, pressing [RESET] while holding the [SELECT] sends control to Missile Command. Press [RESET] in Missile Command, while holding [OPTION], to return to the Self Test. Press [RESET] by itself to return to BASIC. (Reboot if a disk drive is connected.) LIGHT GUN The XEGS comes with a light gun called the XG-1. The Nintendo light gun is more accurate -- if something is lined up in its sights, that's exactly what you hit. Not so with the XG-1. You'll find that it often shoots to the left or right, depending on the software you're running. The XG-1 is simply a specialized light pen. Light pen support was built into the earliest Atari computers, but it never really caught on. In the shape of a gun, the light pen has brought a whole new dimension to video games applications. The light pen horizontal position, LPENH, can be PEEKed at memory location 564, and the vertical position, LPENV, is found at location 565. Light gun values range from 0 to 227. You will notice that your horizontal readings are quite odd. Try the sample program below, and notice how the GUN-X readings vary as you sweep the gun across the screen, left to right. 10 LPENH=564 20 LPENV=565 30 GRAPHICS 0:POKE 752,1:POKE 712,15 40 POSITION 0,0:FOR I=1 TO 4: "0123456789";:NEXT I 50 "GUN-X=";PEEK(LPENH);" " 60 "GUN-Y=";PEEK(LPENV);" " 70 "TRIGR=";STICK(0) 80 GOTO 50 Point the gun to the far left of the display and GUN-X will read about 88. Moving from left to right, the reading will reach 227 at about column 34. Then suddenly it drops to 0 and increases again to about 30 at column 39. This offset is due to the delay between when a pixel is actually lit on the display and when the information is relayed from the light gun sensor to the POKEY chip, which latches an internal scan counter for the pen reading. The old Atari 400/800 Hardware Technical Reference recommends a "calibration procedure" each time the light pen is used, so that the software can compensate for this offset. A calibration procedure would improve the accuracy of the light gun. But Atari's Bug Hunt and Barnyard Blaster games both have "hard-coded" values -- different ones in fact. While Bug Hunt appears to shoot slightly to the left, Barnyard Blaster seems to shoot a tad to the right. The Y readings for the gun are more predictable, equal to half the number of the currently displayed scan line. You'll notice with your test program that GUN-Y only varies from about 17 to 115. Note that you get much better performance out of the light gun near the screen edges, when you use a light colored border achieved with the POKE 712,15 above. You'll need to perform some computations to adjust for these unusual readings, to convert gun coordinates to screen coordinates. Different conversion factors are required for each graphics mode (and P/M graphics). The gun won't return reliable readings at all if the intensity of the display is too low. That's why the screens for Atari light gun games may be brighter than usual. The game screen will momentarily flash white whenever you press the trigger in either Bug Hunt or Barnyard Blaster. While the screen is all white, the software reads the gun position and provides the most accurate values. Listing 1 presents a simple Graphics mode 8 "spray-painting" program for testing the XG-1. Dots are drawn whenever the fire button is pressed. Try holding the gun very steady to see how much jitter you get in the readings. These inaccuracies are reflected in your games as well. I feel that, at the higher levels of play, Bug Hunt and Barnyard Blaster both require more accuracy for continued play than the XG-1 can deliver. Atari has informed me, however, that the XG-1 and a revised Bug Hunt will be released as a separate package. If you're tired of waiting, you may wish to pick up the Sega light gun, for about $25 (when on sale) and modify it for the Atari. To modify the Sega gun for the Atari, you'll have to cut off the incompatible connector. The wires must be stripped back and soldered into an Atari joystick connector as follows: SEGA GUN ATARI JOYSTICK PORT Blue wire Pin 1 stick FWD Gray wire Pin 6 trigger Green wire Pin 7 +5 volts Black wire Pin 8 Ground Because of the close-fitting connections for the XEGS ports, don't wire in a DB9 female connector that has "ears." Most joysticks don't have wires for unused signals, so cutting up an old joystick cable may not work. Specifically, an Atari joystick does not need the +5 volts, so there isn't likely to be a wire connected to Pin 7. However, you can find joystick extension cables at Radio Shack, which have all nine pins wired from male to female. ANTIC disclaims responsibility for any damages that might occur during improper implementaton of this, or any, hardware modification project we publish. Once it's all hooked up, you'll notice that gun fires when you release the trigger, which is annoying. The Sega trigger wiring is the opposite of what the Atari light gun uses. To rewire the trigger switch, remove the five screws (one is under the Sega logo on the side). Find the trigger micro switch with three connections. Wire to the normally closed contacts instead of normally open. XEGS MANAGER Listing 2, XEGSMGR.BAS, is a BASIC loader that lets you create a machine language file on disk. Type it in, check it with TYPO II and SAVE a copy before you RUN it. The file XEGSMGR.EXE can then be loaded from DOS or renamed AUTORUN.SYS. Many of the program's features also can be applied to Atari XL/XE computers. Normally you must press the [OPTION] key at boot time to disable BASIC and go directly to DOS. And once BASIC is off, the only way to get it back on is rebooting. Option 1 of XEGS Manager is to turn internal BASIC on, and option 2 turns it off. Disabling BASIC while in DOS provides an additional 8K buffer for file copying. This is an important feature for owners of a single drive. Quite often, BASIC must be off before certain machine language files can be loaded and run. The XEGS Manager eliminates the need of rebooting every time that BASIC must be re-enabled. SELF TEST The XEGS Self Test lets you test the computer's sound registers, keyboard, and memory. However, BASIC is not turned off automatically when Self Test is run from the BYE command. This means that the 8K of RAM under BASIC isn't tested. Option 3 from the XEGS Manager lets you run the Self Test with BASIC off, so that the maximum ammount of RAM is tested. RAM OS All of the operating system of the XEGS (and 64K or more XL/XE machines) is "shadowed" by RAM. Some disk operating systems, such as DOS XL and SpartaDOS, use hidden RAM for many of their own functions. However, if you're using Atari DOS 2.0 or 2.5, then there is a lot of RAM going to waste in your machine. Option 4 of the XEGS Manager lets you enable a RAM-based operating system so you can do some real "hacking" -- disassembling and adjusting parts of the XEGS operating system to suit your needs. Even if you're not a hacker, there are other practical features of a RAM OS. Once the RAM operating system is enabled, you are prompted for a disk drive number, 1-8 or 0 to exit. A custom font can be loaded in place of the standard one in the OS ROMs: enter the drive number to display a directory of all .FNT files. Then enter the name of the font file to load, or simply press [RETURN] to change drives or disks. You needn't enter the drive specifier or extender -- the XEGS Manager will take care of that for you. The font file is loaded into memory at $E000 (57344). Then you're prompted to (1) repeat the process and try a different font, or (2) exit. (You will find some font files on this month's ANALOG disk as a bonus.) Your RAM OS and font are reset-proof, too. Pressing the [RESET] key causes the XEGS to re-enable the ROM-based operating system, but a special handler in Page 6 of memory takes control after that. The handler converts the ROM back to RAM, recopying all the essential parts of the ROM OS, in case part of this RAM area got clobbered while you were hacking about. The handler does not recopy the ROM OS font, however, leaving yours intact. Should your RAM font get garbled somehow, press [RESET] while holding the [START] console key to return to the ROM font. Each time that [RESET] is pressed, a RAM OS prompt is displayed at the top of the screen as a reminder. If you enable a RAM OS while running SpartaDOS, the XEGS Manager detects it and prevents the installation and subsequent system crash. The Manager does not automatically detect any other DOS, such as DOS XL, which may crash when a RAM OS is enabled. MISSILE COMMAND Again, if you turn on your XEGS without the keyboard connected (or hold down the [SELECT] key at power-up), Missile Command fires up automatically. Option 6 of the XEGS Manager will get you into Missile Command without having to mess with any console keys or power switches. CONCLUSIONS The XEGS is a superb little computer. It's still a hacker's system too. I've found that the PBI ROM routines are intact, which means that you should be able to hack in your own custom PBI connector and use the XEGS with ICD's MIO board, if you're a real solder jockey. The XEGS has brought along a lot of new software too, something Atari was counting on. Much of it includes repackaged classics or cartridge conversions from disk-based software, but there are a few new titles such as Battle Zone. Atari's new 256K bank-switch cartridges are not likely to be pirated. This means that the piracy threat for 8-bit Atari software should be minimal, thus attracting more new software vendors from the traditional Apple and Commodore markets. If Atari can provide a responsive cartridge production service for third party software vendors (something the old Atari never would have done), then we're likely to see the software base for the 8-bit Ataris grow with the popularity of the game industry, which is definitely on the rise again. Mathew Ratcliff "
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CharlieChaplin replied to Philsan's topic in Atari 8-Bit Computers
You can also find Maria Whittaker in a music video by Genesis (Anything she does), together with a few more porn/softporn stars. There is also a Lady Diana double in the video and of course Benny Hill... -
You are welcome! The sentence "all the different options for playing and creating music on our 8 bits" sounded to me as if you really want to present all available options for playing and creating music on the A8. And thats a huge task, since there are hundreds of options, from basic commands like Sound, DSound, Data, etc. to Hex numbers in ML-Editors or ML-Monitors, various Basic sound editors (e.g. A Musicians Dream, etc.), TB XL sound editors, CTB sound editors (e.g. KE Music Editor), ML sound editors (dozens, if not hundreds available), sample players and creators (in the past 2 Bit and 4 Bit, some experiments/demos with 5Bit and 6Bit, nowadays thanks to PDM even 8Bit), MOD players, editors and converters (e.g. convert to MD8 or NEO), MIDI players and converters and whatnot. This would be a real large task and it would be difficult to choose where to begin and where to end (and which titles/programs to include and which ones to leave out). But since the topic here is MOD, maybe you can simply concentrate on MOD players, editors and converters on the A8 - and MOD programs on the ST or PC that can be utilized somehow for our A8...?!? Think that would be enough stuff to work through for a while...
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yie ar kung fu - crash on my altirra
CharlieChaplin replied to Yaron Nir's topic in Atari 8-Bit Computers
Nope, it's not Altirra specific - I downloaded several versions in the past and some of them worked on the real A8 and some did not work on the real machine. In the end I simply kept one version that worked (not sure how complete or incomplete this one is). At atarionline.pl you can find several XEX versions, one for 256k RAM and three for 320k RAM. Test them in Altirra or with a real Atari and simply keep the one that works for you... Yie Ar Kung Fu -
DOS 2.0 DUP overwrites my CIO handler :(
CharlieChaplin replied to tschak909's topic in Atari 5200 / 8-bit Programming
You could try a DOS that does not require a DUP, i.e. is DOS.SYS only - like DOS XL, XDOS, DOS II+D and many other DOS 2.x versions. Or one of the SDFS versions, including Sparta, Bewe and Real DOS... Alternatively you could try DOS 2.0 or DOS 2.5 with a DUP replacement (much shorter DUP) aka a command processor, like e.g. BBK CP, DOS 2.5 CP and several others... -
Find attached... - some DOS versions that do 360k (also known as DS/DD, 40 tracks); - some DOS versions that do 720k (DS/DD, 80 tracks); they also do 360k; - some sectorcopy programs for 130k, 180k, 360k, 720k; Now you only have to find out how these programs work Expect a lot of trial and error (and several error messages with your XF-compatible 3,5" drive)... DOS_360.zip DOS_720k.zip Sectcopy.zip
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Alright, the version I was referring to is Bibo DOS 6.4RF (not 6.4XF). Where did you find the version 6.4RN ?!? Find attached the Bibo DOS masterdisk with which you can create version 6.4RF for the XF551 (max. 360k and afaik, the 360k format uses no sector/filelinks in Bibo DOS). Oh errm, the DOS uses german language, but most menu commands are the same as in DOS 2.5. BiboDOS.zip
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Errrm well, as I understand it, it is simply like that: german english Karte(n) map(s) [Yes, in german we also use the word "Karten" (cards) in a card game, like e.g. Blackjack... but here "Karten" simply means maps.] So, he asked if the maps of MULE were randomly created or pre-defined... similar to what David_P said. (Cannot answer this, since I never played MULE and have no clue how to play it - must read the manual one day! On the other hand, everyone says this is a great 4-player game - is it also a good one player game ?)
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@sup8pdct Did you ever release this DOS XE formatter to the public (e.g. here at AA forum) ?!? EDIT: Ha! Found it myself, it is here:
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Anybody interested porting the game Ghost Town?
CharlieChaplin replied to awsm's topic in Atari 8-Bit Computers
Great idea! -
Simply use CTH Fast Basic, then you do not need to convert it at all, hahaha! (CTH Fast Basic is an "upgrade" of Atari Basic that makes it 10% - 30% faster, that's all. No new commands, not even DIR, just a little bit faster and approx. 1.25 kbytes longer than original Atari Basic. CTH = Closer To Home aka Tom Hunt.)
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Well, I do not own a 1020 plotter. But here is some simple/small software for the 1020 that I collected on several disks (you have to dig through that chaos)... Atari_1020.zip
