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CharlieChaplin

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Posts posted by CharlieChaplin


  1. A picture of an 800XL mobo (afair fully populated) with 128KB RAM can be seen in the BEST catalog. Think it is an extremely rare prototype or something like that... (16 chips with 8k RAM each = two rows with 8k chips).

     

    But thats where Tramiel Atari got the idea from for a 128k machine. Same with the XE/XEGS carts, they were not newly designed, they were also taken from unused designs of Atari Inc.

     


  2. 7 hours ago, Larry said:

    BITD there was a utility called CASDISK or something like that.  IIRC, it did exactly what you are asking about -- made a boot tape into a boot disk.  But I do think it only worked on single-stage tapes.  I've looked but don't find it now in my stuff, but maybe someone else has it archived.

     

    Edit: There was also a similar utility(s) from the UK, I think. Maybe published or sold by Page 6 magazine?  I remember that this one never worked on my NTSC systems.  But you might have better luck.

     

    CasDis 1.0 by Vervan Software (US) or Casdis 1.1 by ??? (UK). This tool allows to convert multi-stage tapes onto diskette, but only for a max. of 8 stages. None of the stages must be longer than 42 kbytes, so some tapes simply will not work (either because there are more than 8 stages or one of the stages is longer than 42kbytes).

     

    There is also Transdisk in various versions (think the latest version was Transdisk 4.x). Transdisk has several "bootloaders", one for 48k machines, one for 64k machines and one for 128k machines. Alas, it always writes approx. 15kbytes bootcode onto the diskette and I think it also remembers how much RAM was used when generating the disk, i.e. if you used a 128k machine with Transdisk 4, this diskcopy will not work an a 48k or 64k machine.

     


  3. Well,

     

    single stage tape conversion into bootdisk is possible with various tools, e.g. this one:

    http://www.atarimania.com/utility-atari-400-800-xl-xe-super-copy_15934.html

    Then you have to convert the disk into an ATR image.

     

    If you are working with an emulator, you can setup the tool as an ATR in D1: and and empty (formatted) ATR as D2, then save the data as bootdisk onto D2, so you have your ATR directly. This tool will however only convert programs with a max. length of 32kbytes.

     

    I have already (and successfully) converted the Frogger tape into a bootdisk with this tool. (By the way, this tool also allows conversion into a COM/EXE/XEX file and into a FCopy = pure binary file without a COM-header.) Not sure if it works with 16k RAM, since I only have Ataris with a minimum of 64k RAM.

     


  4. 1 hour ago, xxl said:

    I am curious if the technique will go so far that it will be possible to recover the program from the background (mono) in this recording: D (I know that it is available)

     

    I think this is possible and will test it soon (burn the WAV onto CD, playback the CD with my Hifi system whic is connected to the 1010 with a tape adapter). But I am not sure if the recording level of the data is loud enough.

     


  5. Thanks to Tigerduck, I now have a recording of the Zeppelin loader music. He recorded it in full mono, still you can hear the (data) loading noise and I was unable to remove that. Evil me, I converted the mono sound into either pseudo stereo (?) or dual mono (?), so you can hear the audio on the left and right channels. Maybe somebody out there has some good filters available to remove white noise as well as the (data) loading noise ?!?

     

    The original WAV has a size of approx. 90MB (and my conversion also), too large to upload here. But here is the MP3 (with 224 kbit) at least...

     

    Zeppelin_loader_music.zip


  6. 6 hours ago, bani said:

    2% means you have 16 tapes with loader music, can you share them? 😃

     

    your speed run seems to be a separate tape included with the game, and not loader music? my speed run has no music.

     

    I wrote approx. 2% = approximately 2% = not exactly 2%

     

    You can find 13 recordings above, 11 from old tapes (from the 80s) and 2 from new tapes. The loader music on the german Europa tapes is always the same - and they released some 30 or so tapes. I can of course send you the Europa loader music 30 times in various lengths, but that would be boring, wouldn't it ? http://mrbacardi.000space.com/games/Europa/Europa.html

     

    Hope to get the Zeppelin loader music soon. And yes, the Speed Run music is a separate tape, not really loader music. But you could also get it with the disk version and thus load the tape music while the diskette loads... (so with a disk loading, it is loader music from tape).

     

    • Like 1

  7. Well,

     

    I normally place the A8 tape into my Hifi tapedeck and use a Y-splitter, so that I can record it with 2x mono (left and right channel), 44khz onto CD with my Hifi CD recorder. Then I place the CD into my PC DVD device and convert it into WAV, 16Bit, 44khz, stereo and finally convert into MP3 (224 or 256 kbit) stereo.

     

    Maybe you can place the tape into a tape player, connect only the left/audio channel to the PC and also record with 2x mono, 44khz ? Then it should be easy to convert the resulting WAV into MP3...

     


  8. 2 hours ago, bani said:

    So I have captured dozens of mastertronic, firebird, elite systems, atlantis etc. tapes and not a single one has loader music.

     

    The UK releases of Synapse games like Dimension X appear to have the loader music removed for no reason. Very sad.

     

    The Lone Raider may be the only UK produced tape ever to have loader music.

     

    Correct. Since I have copied (or tried to copy)  821  A8 tapes onto diskette with my Hifi system, I can confirm that very few of them (approx. 2%) do have loader music. Alas, I did not get the tape version of "Zeppelin" (Synapse) into my hands yet and errrm, 49.95 Euro at ebay for that tape is a bit too expensive for me. I do not want to pay 50-100 Euro for single A8 tapes where no-one can guarantee that they work...

     


  9. No SDrive, SDrive2 or SDrive-Max here, but...

     

    - Ultimate cart. works well with Sandisk (tested with 2GB and 16GB cards)

    - AVG cart. works well with Sandisk (tested with 16GB, 32GB and 64GB cards)

    - SIO2SD (Lotharek) works well with Sandisk (tested with 2GB and 16GB cards)

    - SIO2SD/PC-micro (Santosp) works well with Sandisk (tested with 2GB and 16Gb cards)

     

    My 2GB cards are standard Sandisk cards (red+blue), 16GB and higher are Sandisk ultra cards; have not used any Sandisk Extreme or Extreme Pro cards as of yet; since 64GB (and higher/larger) cards often use exFAT, you have to format them with an external FAT32 tool to use them with any of the flashcarts or SIO2xyz devices.

     


  10. 5 hours ago, cbroddy said:

    Here are some Atari cartridges.  They might be for Atari computer but I am not sure.  The games are untested.  I have no way of testing these games.

     

     

     

    Let us know, if you want to sell them...


  11. Wellll,

     

    I have Yoomp, completely boxed, but almost never play the original disk/tape/cart. Instead I prefer the free NTSC disk version, since that plays a bit slower on my PAL Atari. Tape loading takes much too long and the cart. shows a black/blank screen for more than ten seconds, whereas the disk version shows a nicely animated bouncing ball while loading...

     

    Since my wife wants to separate from me, it all depends what happens in the next year and how bad that separation turns out. (But Atari is not the reason for separation.) Could be the case, that I have to sell quite a lot of my A8 collection e.g. 160+ A8 carts, including Yoomp and others...

     

    • Sad 6

  12. Hi there,

     

    up for auction at ebay are my two (Abbuc) SIO2USB devices for Atari XL/XE computers. The SIO2USB emulates up to three floppy drives via USB-stick. SIO2USB works with ultraspeed and connects to the SIO-port and thanks to SIO, it does not require an external power supply. Here are the auctions with pictures:

     

    SIO2USB (4025): https://www.ebay.de/itm/133619403081

     

    SIO2USB (4026): https://www.ebay.de/itm/133619404525

     

    Last not least, I am also selling an Atari 800XL computer (PAL) with 64k RAM.

    Atari 800XL: https://www.ebay.de/itm/133619417845

     

    Happy bidding! (Auction starts this sunday at 6:30 p.m. here in Germany)

     


  13. On 9/24/2019 at 5:59 PM, mimo said:

    I think there is only one XL keyboard that uses a mylar (stackpole)


    I just popped on here to say that mine arrived from @Duddie this morning, well packed, really quick delivery and the mylar is top quality.
    Fitted perfectly in 15 minutes (I did struggle a bit with getting the console keys lined up)
    Keyboard is now working perfectly, another 800XL saved.
    Thanks @Duddie  (and the fudge was really tasty!)

    I have two 800XL's here that have a mylar, one with a Stackpole keyboard and another one with an AWC keyboard. Tried to replace the defective (mylar) AWC keyboard with a non-mylar keyboard (also from AWC), but that did not work. (Too bad, because I have three defective keyboards.)

     


  14. 7 hours ago, carlsson said:

    I downloaded the version Fandal has put on his site, not sure which of the ones you list it best matches. Unfortunately I don't have any spares (well, I do have a XEGS on a long term loan to somebody with the intention to fix another 65XE, but it all ended up with him breaking my XEGS as well... and he is a professional electronics repairman).

     

    I'll try some of the other versions to see if it changes how my computer acts up.

     

    The download on Fandal's webpage is the 64k version with XbootDOS loader (multifile-version, main file is unpacked).

     

    Here is the single fileversion for 128k machines by Homesoft.

     

    You can find uDOS in the Abbuc forum and simply replace the XBootDOS loader with it, if you want. (Load UDOS.COM or UDOSINIT.COM and write the loader onto the 64k version of Last Squadron.) There are german and english instructions available on the disk for uDOS.

     

    As always, do not forget to boot witout Basic (e.g. hold down the Option key). If all three versions do show the same gfx problem, then either the game has a bug or your hardware...

     

    • Like 1

  15. Which version of the game "Last Squadron" are you using ? There are these:

     

    - 64k/XL version with XBootDOS loader (bootsector-loader/DOS, memlo $980) by XXL, e.g. released here at Atari Age or atarionline.pl as a multifile version, unpacked

     

    -64k/XL version with uDOS loader (bootsector-loader/DOS, memlo $938) by S.Dorndorf, used on the Abbuc diskette (instead of XBootDOS), multifile version, main file packed with Superpacker/Exomizer using page 4 and page 5 as buffer/depacker

     

    - 128k/XE version from the Homesoft page, "converted" by Homesoft into a stand-alone XEX fileversion (most-likely packed)

     

    Then we might be able to find out if it is an issue with the version and/or loader or if it is an issue with your hardware or if the game simply has a bug.

     

    • Like 1

  16. Hmmm,

    afaik Windows refuses to format flash-media bigger in size than 32GB with FAT32. But there is third-party software available to do so, since FAT32 can work with up to 2 Terabytes.  I installed a FAT32 formatter under my Win XP, formatted my 64GB SDXC card with it and then the AVG cart. could use it without any problems.

     

    Iow, Microsoft restricts FAT32 to max. 32GB in Windows, but FAT32 is not really restricted to 32GB. Once upon along ago, they also restricted RAM to max. 640kbytes... ;-)

     


  17. Maybe this is a bit of help (sorry for the weird formatting):

     

    -----

     

                  (A.N.A.L.O.G. #15, January 1984)

                TRANSPORTING ATARI COMPUTER PROGRAMS
                   TO THE 5200 (and Vice Versa!)

    by Claus Buchholz

     

    When Atari designed the 5200 "Supersystem" as a successor to
    the  aging  2600  VCS, they made use of the state-of-the-art
    hardware  they put into their 400/800 home computers.  As  a
    result,  the systems are quite similar. The differences  are
    great  enough, however, that transporting programs from  one
    system to the other requires some effort.

     

    The  5200  is  a  single-board machine with four  controller
    jacks,  a cartridge slot, an I/O expansion connector  and  a
    power/RF  cable.  It  shares the same VLSI  chips  with  the
    400/800,  except  for  the 6520 PIA  (joystick/parallel  I/O
    ports).  The  other chips (ANTIC, GTIA, POKEY and  the  6502
    CPU)  are in the 5200, although some of their registers  are
    in  different  memory locations than those in  the  400/800.
    Also,   some  of  the  registers  serve  slightly  different
    purposes.  Figure 1 is a block diagram of  the  5200.  Let's
    look at each section of the hardware in turn.

     

    When  a  specific register is mentioned in the article,  the
    name  is  taken  from  the Hardware Manual  in  the  400/800
    Technical  Reference  Notes. With the exceptions  listed  in
    this article, the Hardware Manual applies also to the 5200.

     

                              6502 CPU.

    Although  it is a standard 6502 from the programmer's  view,
    Atari  has  reworked this chip to save four  support  chips.
    Those  four  chips mediate access of the system bus  by  the
    6502B  and ANTIC in the 400/800, but that function is  built
    into the 6502C in the 5200. Atari also uses the 6502C in the
    new XL series of computers.

     

                              16K RAM.

    The  5200 contains 16K bytes of RAM addressed from $0000  to
    $3FFF,  just as in an unexpanded 400. The memory circuit  is
    nearly identical to that in the 400, except it uses 4516s, a
    5V-only version of the 4116 16K-bit dynamic RAM.

    The  5200  monitor program reserves locations $0000  through
    $0018  and $0200 through $021B for shadows and RAM  vectors.
    And, of course, page $01 is reserved for the 6502 stack. The
    rest of the RAM is available to the cartridge program.

     

                               ANTIC.

    This is the same ANTIC chip used in the 400/800. Since ANTIC
    shares  the address bus with the CPU and has no chip  select
    input,  its registers reside in the same place in the 5200's
    memory as in the 400/800's, page $D4.

    The  5200  has  no System Reset key, so bit 5  of  NMIST  is
    useless and the 5200's interrupt handler ignores it.

     

                                GTIA.

    The GTIA and its registers perform the same functions in the
    5200  and  400/800,  except as noted below.  The  registers,
    however, reside at page $C0 in the 5200's memory, not at $D0
    as in the 400/800.

    The  trigger inputs, TRIG0 through TRIG3, are wired  to  the
    controller ports, one to a port. The bottom button on either
    side  of  the leftmost controller zeroes the TRIG0  register
    when pressed, and likewise for the other ports.

     

    The  bits  in  CONSOL,  the 400/800's  console  switch  port
    (START, OPTION, SELECT and speaker), are used as outputs  in
    the 5200, Bit 3, the 400/800's speaker control can still  be
    toggled  in  the  5200  to produce  sounds  through  the  TV
    speaker.   Bit   2  controls  the  pots  in   the   joystick
    controllers. It must be set high to enable the pots.

    Bits 1 and 0 select which controller port is to be active at
    one  time. 00 selects port #1 (the leftmost), 01 selects #2,
    10  selects  #3, and 11 selects #4. The trigger buttons  and
    pots  are independent of this selection; it applies only  to
    the keypads and top side buttons on the controllers.

     

                               POKEY.

    POKEY's registers are all addressed at page ($E8 -not- $EB) in the  5200
    as  opposed  to  $D2  in  the  400/800.  Its  functions  are
    unchanged, however, except for two.

    The  eight  pot inputs used for paddles in the  400/800  are
    wired  to  the 5200's controller ports, two to a port.  Each
    controller  has an analog joystick, using one pot  to  sense
    horizontal position and a second pot for vertical  position.
    The  even pots (POT0-POT6) give the horizontal positions  of
    range  from 1 to 228; the maximum readings are to the  right
    for  the  horizontal pot and at the bottom for the  vertical
    pot. Figure 2 shows the pinout for the 5200 controllers.

     

    Pin  Function
    1    Keypad -- right column
    2    Keypad -- middle column
    3    Keypad -- left column
    4    Start, Pause, and Reset common
    5    Keypad -- third row and Reset
    6    Keypad -- second row and Pause
    7    Keypad -- top row and Start
    8    Keypad -- bottom row
    9    Pot common
    10   Horizontal pot (POT0, 2, 4, 6)
    11   Vertical pot (POT1, 3, 5, 7)
    12   5 volts DC
    13   Bottom side buttons (TRIG0, 1, 2, 3)
    14   Top side buttons
    15   0 volts -- ground

     

    The  keyboard scanning lines in the 400/800 are used in  the
    5200  to read the keypad keys to the one controller that  is
    selected  by  bits 1 and 0 in CONSOL. Only  four  lines  are
    used,  though, so only bits 1 through 4 of KBCODE are valid.
    Table  1  gives the keycode for each key on the  controller.
    The top side buttons on the selected controller act like the
    400/800 shift keys and also cause a BREAK-key interrupt,  if
    that's  enabled.  Bit 0 of SKCTL, the debounce  enable  bit,
    need not be set in the 5200.

     

            KBCODE
    Key     bits    Keypad code
    -------------------
    none    0000    $FF
    #       0001    $0B
    0       0010    $00
    *       0011    $0A
    Reset   0100    $0E
    9       0101    $09
    8       0110    $08
    7       0111    $07
    Pause   1000    $0D
    6       1001    $06
    5       1010    $05
    4       1011    $04
    Start   1100    $0C
    3       1101    $03
    2       1110    $02
    1       1111    $01

     


    POKEY's serial I/O lines are used in the 5200, but they  are
    wired  to  the  I/O expansion connector, an  edge  connector
    hidden  behind  a small door in the rear of the  5200.  This
    connector  allows for more hardware registers  addressed  at
    page  $E0,  and for peripherals using the serial  port.  See
    Figure  3  for  the pinout of this connector. Its  existence
    demonstrates  Atari's  original plans  to  expand  the  5200
    system.

     

                 Top                  Bottom
    -----------------------------------------------
    +5V DC                  1   36      +5V DC
    Audio Out (2 port)      2   35      Not connected
    Ground                  3   34      Ground
    R/W Early               4   33      Not connected
    Enable E0-EF            5   32      D7
    D6                      6   31      D5
    D4                      7   30      D3
    D2                      8   29      D1
    D0                      9   28      Ground
    IRQ                     10  27      A0
    Ground                  11  26      A1
    Serial Data In          12  25      A2
    Serial In Clock         13  24      A3
    Serial Out Clock        14  23      A4
    Serial Data Out         15  22      A5
    Audio In                16  21      A6
    A14                     17  20      A7
    System Clock 01         18  19      A11


                                ROM.

    The 5200 has a 2K ROM on board which holds the character set
    and  monitor program. The character set, which is  an  exact
    copy of the 400/800's set, resides at pages $F8 through $FB,
    and the monitor sits at $FC through $FF.

    The  cartridge  ROM  can be 32K bytes long  and  resides  in
    memory from $4000 to $BFFF. Figure 4 shows the pinout of the
    cartridge  slot.  The  two interlock  connectors  are  wired
    together  on  a  cartridge board. The 5200 uses  this  as  a
    switch for the cartridge's power connections and as a  Reset
    signal.  Therefore,  a cartridge may be  safely  removed  or
    inserted while the 5200 is powered on.


    D0                       1   36      Interlock
    D1                       2   35      A11
    D2                       3   34      A12
    D3                       4   33      A10
    D4                       5   32      A13
    D5                       6   31      A9
    D6                       7   30      Audio In (2 port)
    D7                       8   29      A8
    Enable 80-8F             9   28      Not Connected
    Enable 40-7F             10  27      A7
    Not Connected            11  26      +5V DC
    Ground                   12  25      Ground
    Ground                   13  24      Ground (Video In on 2 port)
    Ground (System Clock
    02 on 2 port)            14  23      Ground
    A6                       15  22      A4
    A5                       16  21      A3
    A2                       17  20      A1
    Interlock                18  19      A0

     

                      The 5200 monitor program.

    The  1K  monitor program in ROM has three functions: (1)  to
    initialize the system before running the cartridge  program,
    (2) to service interrupts as they occur, and (3) to maintain
    shadows  of  some important hardware registers. Recall  that
    the  400/800 Operating System is 10K bytes long and performs
    the  above  functions. It also provides peripheral handlers,
    predefined  graphics  modes, a screen editor,  and  floating
    point  math  routines. Those utilities do not exist  in  the
    5200.

     

    Table  2  shows  the RAM locations used by the  monitor  for
    shadows and RAM vectors.

     

                Table 2. 5200 Monitor RAM Locations.

                         Page Zero Locations
    $00       Shadow for IRQEN
    $01       Real time clock (high byte)
    $02       Real time clock (low byte)
    $03       Critical  code  flag  (if  non-zero,  VBI  routine  is
    abbreviated)
    $04       Attract mode timer/flag
    $05       Shadow for DLISTL
    $06       Shadow for DLISTH
    $07       Shadow for DMACTL
    $08-$10   Shadows for COLPMO through COLBK
    $11-$18   Shadows for POT0 through POT7

                          Page Two Vectors
    $200 Immediate IRQ vector
    $202 Immediate VBI vector
    $204 Deferred VBI vector
    $206 DLI vector
    $208 Keyboard IRQ vector
    $20A Keypad routine continuation vector
    $20C BREAK key IRQ vector
    $20E BRK instruction IRQ vector
    $210 Serial Input Data Ready IRQ vector
    $212 Serial Output Data Needed IRQ vector
    $214 Serial Output Finished IRQ vector
    $216 POKEY Timer 1 IRQ vector
    $218 POKEY Timer 2 IRQ vector
    $21A POKEY Timer 4 IRQ vector

     

    Upon   Reset,  the  6502  vectors  through  $FFFC   to   the
    initialization routine. This routine performs the  following
    sequence.

     

    1. Disable maskable interrupts, clear the 6502 decimal flag,
    and set the stack pointed to $01FF.

    2.  If  the cartridge address $BFFD contains $FF, then  jump
    immediately   through  the  vector  at   $BFFE   (diagnostic
    cartridge).

    3.  Zero all hardware registers and page $00, set CHBASE  to
    point  to the character set at $F8, and initialize the first
    six RAM vectors starting at $0200.

    4.  Set  up  the  Atari logo rainbow display. The  cartridge
    title  (20 characters) and copyright year (2 characters)  in
    ANTIC mode 7 display code are taken from cartridge addresses
    $BFE8 through $BFFD.

    5.  Enable  VBI (Vertical Blank Interrupt) and DLI  (Display
    List Interrupt), and enable key scan.

    6.  Wait four seconds, then jump through the vector at $BFFE
    to the cartridge program.

     

    When  the  6502 receives a non-maskable interrupt (NMI),  it
    vectors  through  $FFFA  to the NMI handler.  The  following
    steps take place:

    1.  Check  NMIST  and strobe NMIRES to reset  the  interrupt
    status.

    2.  If  a  DLI  is  pending, jump  through  the  DLI  vector
    (initialized to point to the rainbow effect routine).

    3.  If  a  VBI  is pending, jump through the  immediate  VBI
    vector (initialized to point to the VBI routine).

    4. Else, return from the interrupt (no System Reset).

     

    A cartridge program can change these vectors to point to its
    own  DLI  and  VBI  routines, if it must.  The  default  VBI
    routine takes the following action.

    1.  Push  A,  X, and Y onto stack, increment the  real  time
    clock, and update the attract mode timer.

    2.  If the critical code flag byte is non-zero, then pop  Y,
    X, and A from the stack and return from the interrupt.

    3. Update DLISTL, DLISTH, and DMACTL from their shadows.

    4.  Maintain the attract mode flag and update the GTIA color
    registers from their shadows.

    5. Update the pot shadows from POT0 through POT7, and strobe
    POTGO to start another pot scan.

    6.  Jump  through  the deferred VBI vector  (initialized  to
    point to the end-of-interrupt routine, which pops Y, X,  and
    A, and returns from the interrupt).

     

    If  maskable  interrupts  (IRQs)  are  enabled  and  one  is
    received,  the 6502 vectors through $FFFE to an  instruction
    which jumps through the immediate IRQ vector. That vector is
    initialized to point to the IRQ routine, which performs  the
    following tasks.

    1. Push A and check IRQST.

    2.  For each of the eight bits in IRQST, check for a pending
    interrupt. If found, then clear the status bit, update IRQEN
    from  its  shadow,  and  jump through  the  appropriate  IRQ
    vector.

    3.  If  no interrupt found, then push X and check for a  BRK
    instruction interrupt. If found, then jump through  the  BRK
    instruction IRQ vector.

    4. Else, pop X and A and return from the interrupt.

     

    The  only IRQ vector that is initialized is the keyboard IRQ
    vector,  which  points  to  the keypad  read  routine.  That
    routine does the following:

     

    1. Push X and Y.

    2. Read KBCODE and mask bits 1 through 4.

    3. Convert to the keypad code given in Table 1, leaving that
    code in A.

    4.  Jump  through  the  keypad routine  continuation  vector
    (initialized to point to the end-of-interrupt routine).

    Comparing  the  5200's monitor vectors to the  400/800's  OS
    vectors,   we   see   that  Atari  paid  no   attention   to
    compatibility between the two. This further complicates  the
    task of converting a program from one system to the other.

     

                          Transportability.

    It  would  not be difficult, given the information  in  this
    article,  to  write a program in two versions, one  for  the
    400/800 and another for the 5200. Nor would it be difficult,
    given  the  source code, to convert a finished program  from
    the  5200  to the 400/800. The reverse is more difficult  if
    the  program  takes  advantage of special  features  in  the
    400/800  OS. Otherwise, the only task, aside from redefining
    some  addresses,  is to convert the keyboard/joystick  input
    routines from one system to the other.

     

    I  acquired the information in this article by dissecting  a
    5200  and  disassembling its ROM. The 400/800 schematics  in
    the Hardware Manual were quite helpful. It is interesting to
    note  the  difference between the two machines and to  guess
    Atari's   motives  for  the  design  differences.  But   the
    similarities  grossly outweigh the differences,  so  that  a
    5200  program can be developed and almost entirely  debugged
    before  testing  on a 5200. With the addition  of  an  EPROM
    burner,  a 400/800 can be a powerful development system  for
    5200  programs. An adventuresome hacker can even bypass  the
    EPROM  by  putting dual-port RAM on the cartridge board  and
    downloading  programs  from the 400/800  development  system
    into the 5200 for testing.

     

    A.N.A.L.O.G. #16, February 1984

    READER COMMENT

    5200 Article Update. (ANALOG #15)

    Newer  releases of the 5200 incorporate some minor  hardware
    changes.  Controller  ports 3 and 4  have  been  eliminated,
    making  POT4 through POT7, TRIG2, TRIG3, and bit 1 of CONSOL
    useless.  A  few of the connector pins have been  redefined.
    Pin  2  of  the I/O expansion connector now carries  POKEY's
    Audio Out signal. Three pins on the cartridge connector have
    changed  to  accomodate  the new 2600  adapter.  The  system
    clock, 02, is output on pin 14, isolated through a diode. An
    alternate  video  input is taken from pin  24  and  is  also
    isolated through a diode. Pin 30 provides an alternate audio
    input.

     

    There  is space on the newer boards for circuitry for a  PAL
    (European TV standard) version of the 5200. Also, on  power-
    up,  the  monitor  program checks for  the  PAL  version  by
    examining  the  GTIA  register  PAL  after  step  2  of  the
    initialization routine. It also checks the cartridge program
    for PAL compatibility. The byte at $BFE7 should read $02  if
    compatible, or $00 if not. This is the only important change
    to  the  monitor program. There are some additional hardware
    changes,  but none affects the machine's operation from  the
    programmer's view.

    Claus Buchholz
     

    -----

     

     

     

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