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xrbrevin

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Posts posted by xrbrevin


  1. LDW and California Access drives used a 5v & 12v DC combined power supply but ive never heard of a 1050 converted to this.

    you can buy generic power supplies with the above output voltages - they are intended to power IDE hard drives but i suppose they can be used as they have decent amp output

    anyone fancy a try?


  2. the 5200 can run the game because the CPU only addresses the ROM chip inside the cart, not the system RAM. this ROM chip permanently contains the whole game code. the CPU processes the code instructions as normal - memory locations in the code are directed to the ROM chip in the cart. Consoles dont need much system memory (RAM) because the individual cartridges provide the memory - in ROM chip form.

     

    conversely, for a tape or disk game - data is slowly loaded into RAM piece by piece and the CPU then executes it from RAM.

     

    i think the problem you are facing is the UNOcart (im assuming) emulates the cartridge in software i.e. it visibly appears to boot as a cart but it just actually loads the game data into RAM the same as tape or disk (albeit much quicker) and unfortunately it uses RAM locations that are beyond your 16kb limit.

    what we need is someone with a 16k 600XL and an original Atari made ballblazer cart - i think it should work. i have the cart but my 600XL has the 64kb mod...!

     

    i hope this makes sense 😁

     


  3. user tf_hh makes a parallel device called "sys-check" that among other things, allows 512kb RAM:

    https://atariage.com/forums/index.php?app=core&module=system&controller=redirect&url=http://www.van-radecke.de/STUFF/tfhh_HW_info.pdf&key=7abde61bdfe11b10a58d3b28faddc817a6422a6eec62cefa8702ebc1b2ad10b4&resource=

     

    in reference to running a larger cart file on a 16k 600XL, the CPU is still capable of addressing 64kb so if you can find the right file type for the game, the 600XL should address/map the UNOcart directly and not use RAM

    try these in the UNOcart

     

    Ballblazers.zip


  4. several computer manufacturers did something similar back in the day. they found they could reduce production costs and outsourcing by lowering the chip count - achieved by building as many glue logic chips as possible into a single unit. i wondered if the gains/benefits were stifled in order to maintain 100% compatibility with the original 'bloated' design?


  5. games that dont require analogue input can be played with a modded sega megadrive/genesis controller - relatively easy to do.

    games that do require analogue input can be played with a modified neogeo controller - but the mod is more gnarly to perform

    • Like 1

  6. 14 hours ago, JGRAHAM2 said:

    The issue with both was the little micro switches under the Start, Option, Select, etc

    I managed to design an alternative using regular mousebutton microswitches (with 1x pin snipped off) and a 3D printed 'topper' - see pic. the tophat is inserted from inside so it cannot fall out and when installed it equates to the same height as the original.

    the reset switch is very close to the shielding so i designed a slimmer topper for that one

    if you use this method, make sure you insulate the snipped microswitch pins from the PCB using tape or such.

    Hope this helps

    IMG_2269.JPG

    topper.jpg

    mswitch topperV2.stl mswitch top-rstV2.stl mswitch tophatV2.stl

    • Like 2
    • Thanks 2

  7. 1 hour ago, Mazzspeed said:

    there was a number of great 8bit machines in the era

    youre right - and they all developed for the better due to such healthy competition!

    it also helps that there was enough demand for numerous brands to be very successful in their own right

    • Like 2
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