CharlieChaplin
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Posts posted by CharlieChaplin
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8 hours ago, DjayBee said:Why the heck do you at all costs create a XEX which needs a DOS instead of writing out a bootdisk?
This can be done with COPY.XEX on your disk.
Copy.XEX on that DOS 2.0s disk = Super-Copy (the one I linked to in post #2)...
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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.
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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.
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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.
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On 1/17/2021 at 5:09 AM, bani said:please don't record in mono. you can't remove the data crosstalk without the data track.
I would not know how to do that any / either way...
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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...
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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).
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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...
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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...
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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.
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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...
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Ultra-Translator does this (and others too).
If you are using e.g. Howfen Tape2Disk on a 64k XL/XE you get approx. 360 free blocks for copying, use a Translator first and you then get 392 free blocks for copying...
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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...
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There exists the Softswap version, afaik, the only A8 version I have of Oregon Trail...
http://www.atarimania.com/game-atari-400-800-xl-xe-oregon-trail-_3819.html
See also this topic:
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Think I already uploaded these cassette audio recordings, but I do not remember in which AA topic. So here they are once more...
Atari Jingle.zip Biorhythm.zip Blackjack.zip Europa.zip European_Countries.zip Hangman.zip Kingdom.zip Lone_Raider.zip Sammy_Sea_Serpent.zip Speed_Run.zip States_and_Capitals.zip Train.zip Yoomp_Audio_Music.zip
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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)
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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.)
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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...
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You can find several AVF videos already converted in the topic which Mr. Robot linked above, just make sure you download PAL versions.
Many many more videos for PAL machines can be found here:
Or use this direct link: https://archive.org/details/@poison6502
Think I now have more than 32GB of AVF video files, so I had to use a 64GB SDXC-card (and format it with a FAT32 formatter tool)...
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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.
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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...
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Jeff Goldblum decoded that page and said: Space Invaders will start attacking planet earth in 5 days... ;-)
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3 hours ago, Preppie said:Do you want 18 sealed choplifter carts?
Yes, but only the XE/XEGS version (grey carts with blue packages). Then sell each one for 100 USD a piece...
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Maybe this is a bit of help (sorry for the weird formatting):
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(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 -- groundThe 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 A0The 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 POT7Page 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 vectorUpon 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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Atari with more than 128kB
in Atari 8-Bit Computers
Posted
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.