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Hello, I know this is a strange dual platform question. But I am thinking of adding a S-Video mod to both my 7800 and 800XL. From what I can see there is the UAV (800XL and 7800) and the Spectre AV (800XL) ones available. The idea in both cases is to run these through a Retrotink 5x. As I am not the best at soldering, I wonder if anyone can recommend someone who could mod the machines in Europe? Both are PAL devices, and I would prefer an EU based company/person in order to avoid customs issues. However, non-EU could be tolerated 🙂 It would be ideal if the same company/person could do both machines.
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Changes coming to the Harmony Games
Dan Iacovelli posted a topic in Atari Video Club's Harmony Games
Thanks to all who participated in the 2022 Harmony Games as it was a slow season compared to previous seasons. and I'm sad to say its the official end of the Harmony Games as we know it. With new 7800 games being included into the Atari Homebrew Awards starting next season(which takes place a month after the Awards ends) I will be adding 7800 games to the HSC, with that we can no longer call it the Harmony Games,as it was called that after the harmony cart by @batari (Fred Quimby). So before I go into other changes for the new season I'm looking for an idea of names for it. So if you have any ideas for a new name for this High Score Club post bellow and around Feb before the Awards start I'll do a poll (here on Atari age, on Facebook and on AVC Online website(it will also be mentioned in mailchimp newsletter as well) the winning name will be announced at the start of the season. Now on to the Changes: First Change: Divisions Harmony Games Division- 2600 Hombrew games Concerto Games Division -7800 Homebrew games As normal the Harmony Division will start on the second Monday of the month after Atari Homebrew Awards show After the Harmony Division ends the HSC will take a month off. and then it returns with the Concerto Division also on the second Monday of the month Second change: Graphic Round dropped After major consideration we have decided to to eliminate the Graphics round this was because many times the winner of best graphics was also winner of best game(or didn't have a scoring system) and then we would have either go with second place or vote. By removing this round we can do more work with the winners. Third Change: rounds in Divisions Harmony Division will have 3 rounds: Round 1: Work in Progress (same as past Harmony games (Original games for normal points and Port games for bonus points) Round 2: Completed Original Games ( above 4k games for normal points and 4k and below for bonus points) Final Round :Completed Port Games (same scoring for Completed Original Games round) We decided to split the Original and Ports games to make it more simple for players to play instead having it together but still keeping the bonus play included as well. Concerto Division will have 2 rounds: Round 1: Work in Progress (same scoring as the Harmony division) Final Round: Completed Games ( same scoring for first round) Final Change: Submissions Besides submitting via Atari age, starting next year submissions can be done the following: Atari age via the topic as normal Facebook at the AVC Online facebook group (on the associated post for the the rounds) and via the form at AVC Online website. we added the two new submissions to bring in more players as there are probably not a lot of people who do Atari Age and it makes it more open and give more competition. As of now this HSC will only focus on 2600 and 7800 homebrews. and games can still be played either emulator or via a flash cart (Harmony for 2600, Concerto for 7800(or which ever one is available as there are few more coming out) on actual system. All games are based on winners of Atari Homebrew Awards and must have a scoring system to be used. if winning game doesn't have a scoring system poll for voting will be set up using the following: the game I vote for (I always look for the game that will be good in HSC) and second place winner. See you in 2023 (don't forget to post below what name you want to call the HSC) * btw I will start a second category for concerto division and keep this topic (Harmony games for harmony division) -
I have created a nice little language file for BASIC7800 for Notepad++. If you have never added a language file to Notepad++ use Language>user defined>define your language>import. It's set for .b78 files to pull in the language file. and for you don't know what a language file is it tailors Notepad++ to the specific programming language or dialect highlighting different kinds of commands in different color and generally making the file easier to create and read. The Language file adds color to the commands to make them more readable and sets up so that the 7800 language files auto-starts when a file with the .b78 extension is pulled in. Here is how it looks. Also a little batch file (attached) that simplifies using Notepad++ and compiling and using an emulator. here is the code: C : cd "\Program Files (x86)\Notepad++" start /i notepad++ C : cd "C:\Users\hlo\OneDrive\Projects7800" cmd --------------- Notes: cd "\Program Files (x86)\Notepad++" start /i notepad++ (this part starts notepad++) cd "C:\Users\hlo\OneDrive\Projects7800" cmd (this part sets the location of where your project files are. In my case in my OneDrive. Then it opens a command window to that location. IMPORTANT! Alter this line to the YOUR location of your 7800 project files. ) This assumes you have ran INSTALL_WIN.BAT to set the path for 7800basic and set the PATH for whatever emulator you use. Now you can edit the file in NOTEPAD++ then alt+tab to the command window and type 7800BAS yourfile.b78 to compile. to run the compiled program in your emulator (my case PROSYSTEM) in the same command window type PROSYSTEM yourfile.b78.a78. later compiles and runs you just need to do the up arrow in the command window and choose a previous interaction. That’s it. All little helper for programming with 7800basic. 7800basicv3.xml startup.zip
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Just recently got a 7800, it's my first Atari console, but not my first console that uses just RF. My RF picture quality on other systems (like mega drive) is far far better. This can't be standard right? would love some advice here.
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Hi guys, I'm working on a 7800 platformer called Morf, but hitting a few issues maybe you can point me in the right direction. Having trouble with sprites inverting their colors In the above image: - The main character Morf is inverted, green/black - The second tile set should be using a blue color palette for the water at the bottom of the screen. - Recently for no obvious reason the sprites break up when moving vertically like the drip from the pipe below. Also you can see the left moving sprite has the correct palette. Any help or advise would be awesome ?
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Early WIP frogus07062017.a78 frogus07062017.bin You will probably recognize it as a clone of something. Rules are a bit different though. You must collect a fly to enter a gate / cave. Get killed and you must get another fly.
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Hello all, I'm looking to modify my Hyperkin Ranger controller to make it fully compatible with all my 7800 games. It looks like all the pins are in use already. Can anyone give any suggestions on how to add a second fire button?
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I bought a composite modded 7800 on eBay years and years before I ever touched a soldering iron. I went back to install the UAV kit from brewingacademy.com on it yesterday, following the PDF and the YouTube video in the guide. I deviated a bit from the video as my 7800 already had some destructive changes made when the eBay seller modified it -- they removed the RF port by breaking it off the RF modulator (but left it in for some reason, I completely removed it), and removed R3, R5, and C10. The console before I installed UAV could play sound from Pokey (original Ballblazer cart). Now after installing UAV I'm not getting this sound. I did not have the exact 6.8k resistor to replace R5, but combined two that add up to 6.9k (tested w/ meter) and soldered them to the bottom hole of R5, then lifted R6 and connected them to the positive side of a 10uF capacitor as was done in the YouTube video and PDF guides (see attached image, sorry it's a little blurry). Any idea where I messed up -- do I need to replace R3 and/or C10? Edit to add: Everything else works with the mod. Composite and Svideo, and sound from non-Pokey games.
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Hello! On this post I will explain the ridiculously simple, and effective way I compress ICT levels in the ROM. Enemies will be explained in the second section, as it's easier to understand. Each byte of the level data is split up into 2 parts, let's call them A and B. $xx AB B is the type of block (The ID divided by 2) plus the ground type. A is the # of times to repeat that block down the column. If A is less than 12, then another byte is fetched to fill in the rest of the space, and if that doesn't, another is fetched, untill all 12 columns are filled. First the column is stored in a 12 byte buffer (16 bytes for overflow reasons) and then copied to the screen. If A = 0 then B = the number of times to skip drawing and just load what's in the buffer N times. (n is B) If the entire column hasn't been filled, then it will just leave the rest of the buffer unchanged and copy that to the screen. If it has, then again, it leaves the buffer unchanged and copies it to the screen. Keep in mind that Level 1's level data is only ~150 bytes. Enemies use 2 bytes per enemy / object. The first byte is how many columns to wait to fetch the next enemy. The second byte is split up. $xx CD C is the enemy's YPOS and D is the Enemy ID + the Enemybase. (Enemybase isn't implemented yet) It's very effective, and fast.
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The Journey of Snail: A New World For the Atari 7800 Text Adventure Game The Journey of Snail: A New World is a text adventure for the Atari 7800. After defeating the evil witch Pen, you're stranded on a deserted island in the digital plane of existence of Sinclair. Your chance to go home has finally come by going through some extremely dangerous worlds. There are some realms and realities so alien that might break your mind. You'll go through horrors that will trouble your sleep, but also friends who will help, and enemies to destroy you. Plus there is dark comedy. Choose your destination by pressing the controller button and joystick directions. Will you choose the right path, or will it lead to your demise? $35 U.S. plus postage Comes with Cart and Manual Inspired by the Timex Sinclair 1000 and CYOA books. Contact Frankodragon via the AtariAge Forums to order https://atariage.com/forums/profile/18158-frankodragon/
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So I'm trying to get a 320B map displayed on the screen and I just can't get it to work. I'm using tiled to create the map and I'm not sure if my tile size is incorrect or what is causing the issue, but any assistance would be appreciated.If I comment out any code relating to the .tmx file, then the code compiles just fine. This is the code: rem * Journey to the West set doublewide off set tv ntsc set romsize 48k set screenheight 224 set basepath gfx_JourneyWest displaymode 320B set zoneheight 16 rem * color palette 0 P0C1=$0F P0C2=$2A P0C3=$45 rem * color palette 4 P4C1=$C9 P4C2=$38 P4C3=$C4 rem * load gfx & mapfile incgraphic wukong_front_top.png 320B incgraphic wukong_front_bot.png 320B incgraphic Tiles.png 320B characterset Tiles incmapfile Level.tmx init clearscreen plotmap Level 4 0 0 20 14 savescreen drawscreen mainloop BACKGRND=$00 restorescreen plotsprite wukong_front_top 0 80 112 plotsprite wukong_front_bot 0 80 128 drawscreen goto mainloop If you need to see the tiled file or anything else, just let me know.
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Dragon's Descent is now available in the AtariAge Store! https://atariage.com/store/index.php?l=product_detail&p=1260 I'm currently porting I've ported a version of my Atari 2600 Roguelike, Dragon's Descent, to the Atari 7800! The latest test build can be found here: ***MAJOR SCORING REVISION*** - Hard Mode now has its own set of leaderboards, removing the 70000 point "bonus." Infinite mode doesn't affect what leaderboard you're on, only combinations of Random and Hard modes. DragonsDescent_1_7_2021.bas.a78 - High Score graphics glitch fixed DragonsDescent_1_7_2021.bas.bin - binary version of above DragonsDescent_12_16_2020.bas.a78 - Sprite revision DragonsDescent_12_16_2020.bas.bin -binary version of above DragonsDescent_3_28_2020.bas.a78 DragonsDescent_3_28_2020.bas.bin - binary version of above CONTROLS Joystick - Move the dragon around the labyrinth. The dragon is flies through the maze, and has momentum - keep that in mind! Button - The dragon will breathe fire in the direction it is facing, left or right. SETTINGS You can change the settings by choosing the options on the title screen. If the text is gold, the setting is "on." If the text is blue, the setting is "off." Infinite Maze Mode: Game will continue indefinitely, only ending with a game over. If turned off, the game will end after you complete level 7 Random Maze Mode: You will start in a randomized maze. If turned off, the maze will be the same layout each playthrough. Music: This option on the title screen toggles music on/off Hard Mode: If turned on, walls will harm you if touched. If turned off, the walls are harmless. "Hard Mode" is the same mode as the 2600 version of the game. Maze Select: Allow you to set the random "seed" when starting the maze. Move the joystick left/right to select the left or right seed, each can be set to a value between 1 and 255. The levels are procedurally generated, but are always the same progression, and the layout can be mapped. HOW TO PLAY Depending on your game settings, you may find an end to the maze on the 7th level, or the maze can continue until you are defeated, trying to attain the highest score! Each level of the maze is made up of several rooms - you can leave through any exit on the boundaries of the screen you find. To make progress in the maze, find the key on each level, and then the level's exit. The exit, resembling a door with a key imprint, will only activate if you touch it while you have the key found on the same level. Upon each new level you will face more dangers but also potentially increased power and scoring! Avoid touching walls and enemies - doing so will deplete your hit points, and eventually end your game! Scoring comes from collecting gems and defeating monsters. You get more points for defeating monsters in deeper levels, and a slightly higher score for each shot you use with stronger fire breath. In addition to a key and exit, each level of the labyrinth has a treasure room. Treasure rooms allow you to pick one of three power ups, just wait until you see the one you want: Gem - increases your score. Heart - increases your total hit points, while completely replenishing your health. Lamp - increases the strength of your fire breath, while refilling its supply. Don't stay too long on a single level, or you may find things getting much more difficult! The deeper you explore, the more monsters, dangers, and higher scores you find... You hit points are shown next to the heart icon at the bottom of the screen. Your game will end when if the hit points reach zero. The strength of your fire breath is indicated by the color and size of the flame. If you collect a flashing lamp from the treasure room, it will increase in power but you will only have a limited amount, shown at the bottom of the screen next to the flame icon. If this supply ever runs out, you will go back your initial, weakened fire breath. You can find non-flashing hearts and lamps from fallen enemies, which will replenish a small part of your hit points or fire breath, respectively. If you survive long enough, you may reach a maximum amount of hit points or firepower, in which case your health or score will be flashing. [EDIT: Older posts] -------------- DragonsDescent_2_18_2020.bas.a78 - "Reset" will reboot game from title screen, start a new game with existing parameters if used during gameplay. "Select" will return user to title screen if pressed during gameplay. DragonsDescent_2_18_2020.bas.bin - binary version of above DragonsDescent_6_25_2019.a78 Earlier build(s) here: DragonsDescent_6_14_2019.a78 This version fixes a background color bug. I also found MAME rendered the background a little dark, so I tried brightening the background tiles. Let me know if you feel this is too dark/light! Older versions: DragonsDescent_6_13_2019.a78 Dragon's Descent has you explore countless mazes filled with monsters, treasure, and power - How long can you survive, and how powerful can you get, as you seek the masters of this endless labyrinth? Here's a preview with the first three levels - and the game has much more to explore, fight and find! [EDIT: Original post text] I'm still updating the graphics (the backgrounds are the last major element I need to complete) but I wanted to post a picture or two to compare, and share little bit of my experience in porting the game. Here's a screenshot from the 7800 version compared to the 2600 version (which you can find at http://atariage.com/forums/topic/286017-dragons-descent-rogueliteaction-game/ ) Here are a few more new screenshots as I update the background tiles, compared to the old playfield graphics on the 2600: Whew! On the one hand this was easier than I feared it would be, and worked as well as I hoped. The basic logic of the game didn't really need to be touched (it's 99% Basic) - as long as it didn't touch the graphics/collision detection. What took the longest was integrating/updating the new graphics - I actually find the system pretty fun to use, although there was a little learning curve, as with anything. I also realized that I designed the 2600 version of the game to take advantage of a lot of the older machine's quirks and limitations (limited sprites, good but limited collision detection, built-in mirroring, etc.), limitations that the 7800 often directly addresses. This actually made things more complicated than if I had decided to make the game for the 7800 first. I went from a pretty big Atari 2600 game (16k) to a very small 7800 game (32k) - mechanically it's a near-identical game, but after updating the graphics, incorporating the character/tile system, adding text to menus (hey, there's space/expectation for text now!) and updating the collision systems, the extra 16k filled up pretty quickly! The one thing I'm possibly looking to add is music - I have about 200-400k left as I look at the possibility of adding music, and fix some lingering menu bugs - The Basic music tracker included is very impressive, and would even sorta fit in the space available, but doesn't seem to play nice with the existing method I'm using to handle sound. I might see how far I can get with a more limited/customized method of storing/playing music - I know the TIA isn't the most melodious of chips, and music is not one of my creative strengths, but it's something I've been playing with regardless. I plan on posting updates here as I get the game releasable. It's perfectly playable at the moment, but I still have some old graphics and menus that need updating. I might post a few questions as I continue, but I've worked through a lot of unknowns so far - it's been a fun experience, and the 7800 is a pretty fun platform to work with - thanks to everyone involved with developing/supporting 7800 Basic!
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***UPDATE: Download the ENTIRE NTSC & PAL Atari 7800 set HERE. Original Post follows... This is relatively important, especially for our game developers I'm hoping this helps and makes color conversion from one format to another a bit easier. Download both raw color palettes here: There is no bias and both palettes share the following same attributes per standard Atari 7800 configuration without any display device influence (And no 'warm-up' factor). This is system cold/factory default settings as follows: Contrast = 0.05 Brightness = 0.00 Color = 0.22 Phase = 25.7 Colorburst = 180 degrees This NTSC palette and the ones to follow are brand new and never released before due to error on my part, but this PAL palette has been released before under a different name, again due to errors on my part. Again, they are both the 'raw' ones for their respective regions. Your input (especially PAL users as I am in NTSC land) is greatly appreciated for this thread. Thank You, Robert
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In addition to playing Wordle on the NYT https://www.nytimes.com/games/wordle/index.html I am enjoying playing homebrew versions of Wordle using various console emulators. Here are some titles and links to the versions I found on this Forum and using Google. 2600 Words (Wordle clone) https://atariage.com/forums/topic/331117-2600-words-wordle-clone/#comments W O R D L E for the Atari 7800 https://atariage.com/forums/topic/330745-w-o-r-d-l-e-done/#comments WORDLE - NES https://vectrex28.itch.io/wordle-nes Wordle for Sega Megadrive (ROM) https://matt_j.itch.io/wordle-for-sega-megadrive/purchase https://matt_j.itch.io/wordle-for-sega-megadrive/download/eyJleHBpcmVzIjoxNjUxMjcwMzg0LCJpZCI6MTQyODkzN30%3d.i9dZbzV6mwRS9ncc4mjPBn70TD0%3d AND, here is an interesting article about these and more versions that are available......... https://medium.com/super-jump/playing-wordle-on-retro-devices-part-2-924bddc15f01
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This post will be updated, with new releases. Games Now Released! (List updated.) Week 1... October 2021. 2021-10-15 -- Desert Falcon - $2.99 2021-10-15 -- Basketbrawl - $2.99 2021-10-22 -- Ninja Golf - $2.99 2021-10-22 -- Scrapyard Dog - $2.99 2021-10-29 -- Dark Chambers - $2.99 2021-11-05 - Motor Psycho - $2.99 2021-11-12 - Planet Smashers - $2.99 2021-11-17 - Food Fight - $2.99 2021-12-03 - Super Huey - $2.99 2021-12-10 - Alien Brigade - $2.99 2021-12-17 - Asteroids - $2.99 ...and in 2022... 2022-01-07 - Fatal Run - $2.99 2022-01-14 - Centipede - $2.99 The first release, week 1, was Desert Falcon, as below.
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Hello all, I've been working on my first restoration and associated troubleshooting of a 7800 console. I'm flummoxed and wanted to reach out to the community to see anyone has had a similar experience. Sorry in advance for the rambling summary. ? NTSC w/ a revision B system board. Main symptom is a black screen w/ no audio -- sometimes... The Atari logo consistently shows up on power up. More below. Console all the way apart, cartridge cup removed, pins cleaned, replaced all caps after finding that the 2200uF was not in great shape. Also replaced the power regulator and power switch while I was at it. All voltages look good now at the ICs and along the main power rail. In response to the no audio issue, I've walked the troubleshooting flowcharts (many times) and typically end up on flowchart E where it mentions the encryption latch. I don't have the diagnostic or color cartridge so skipped those steps. As a result of the encryption latch tip, I've checked the logic ICs and outputs all look correct. In other words, they produce the correct results based on the input signals they receive. For the vast majority of the time the system swaps between initially working and then mostly failing -- I'd guess the failure rate is easily over 90 percent following this pattern. For the first week or so I was using a known working Galaga cartridge but then I started to get suspicious. While it always works in another console, most of the time it does not on this particular system. Furthermore, I can't reproduce the glitch with other cartridges -- e.g., Centipede and Donkey Kong both appear to always work as do a few others but I don't have a lot of cartridges to test with. In revisiting the logic chips related to the encryption latch I noticed the signal from the A12 address line from the 6502 looked stuck -- any time I see this particular signal coming from A12 it is a dead giveaway that the system will come up with the black screen and hang (it initially doesn't look like this but then will suddenly "snap" in). Here's a look at what I see on my scope for A12 -- it will stay like this as long as I leave power to the system the CPU is clearly wedged). In looking at the schematic, A12 comes off the 6502 at pin 22 and routes over to pin 8 of the cartridge slot via U4's (74LS08N) output pin #8. I re-cleaned the pins on Galaga (even removing the PCB to get a good look at them, and then re-cleaned the slot and reflowed all the pins. No luck. My next thought was that the vast majority of the time that Galaga actually runs is when the system sat powered down for a while. So, if I leave it idle for several minutes it seems to almost always work on the first power up and then fail for the vast majority of the following times when the system is power cycled with little rest in between. The 6502 does occasionally feel somewhat hot (but not too hot to touch) as I was running through other troubleshooting phases (perhaps not too surprising if it is locked up). After using some compressed air to "freeze spray" the 6502, Galaga successfully started up 10 times in a row. Once things had a chance to warm back up again the system returned to its lock-up behavior. No surprises here: My conclusion is the 6502 is potentially starting to fail but I can't wrap my head around why only Galaga triggers this behavior. The locked up signal on A12 could easily be the result of something else happening that I haven't observed. I haven't done an exhaustive walk of all address and data lines as I'm not familiar with all the low-level startup details for the system. I would find it very odd that Galaga just so happens to have a particular set of instructions that cause the system to hang. What are the odds? ? I have removed and socketed the 6502 and the same behavior continues. My plan is to start a search for a replacement Sally to see if that helps validate the diagnosis... Have I missed something obvious? Has anyone else seen similar behaviors? Thanks for any insight you can provide!
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I've been thinking about isometric games, especially the ones on platforms like the Speccy, that were high-res and monochromatic. I really think the 7800 could excel at games in this isometric (or 3/4) view. The 7800 didn't get many isometric games (Desert Falcon, the last Congo bongo demo I saw... anything else?) so I am taking that into consideration as a new development option. I've never programmed an isometric game and I'm wondering about the approach. I've seen the bitmapping demos that have been posted on here before and feel most comfortable plotting graphics in a bitmapped format (I grew up on a Commodore VIC-20) but I also think a tiled approach could work. But, I'm thinking mathematically about the whole thing and thinking that bitmapped with projection makes more sense, especially because character and NPC movements would have to take the view into consideration. Any thoughts or suggestions from anyone (I know, like anyone has free time... ha ha ha)? I would hope that something could be developed that could be reused to create other games after this as well.
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Just released to store. Details follow. I am very excited about this, as the 7800 is my favourite 8-bit console for sure. The first of the Atari consoles to come to the VCS, as they have long intended. Games Now Released! 2020-10-15 -- Desert Falcon - $2.99 2020-10-15 -- Basketbrawl - $2.99 The emulator has already been updated today, from the first release below. The emulator now shows proper details, and the image has changed as below. There's a dedicated thread to discuss so-far RELEASED 7800 games here.
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Other games besides platformers and ports that I might make for the 7800: -At least two horizontal shooters. -At least one overhead adventure game. -At least one other vertical shooter. However, not until Heofonfir is done.
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Here are my plans for platformers using that 7800Basic demo. The Agathodaimon (Rastan Saga and Curse of Issyos meet Zelda 2, Gargoyle's Quest II, and Robot Ninja Haggleman 3. I was planning on having 7800XM support, but Curt Vendel's death shot the chances of that happening down.) Kid Zenithian (Classic Mega Man, but with the ability to duck and shoot upward. See also Magical Doropie/The Krion Conquest.) Ð838 (Metroid Clone) Snáwcild (A Ninja Gaiden clone featuring a Demon Lands character whose name literally translates to Snow Child.) Ildu (Wonder-Boy-esque platformer with Old English/Anglo-Saxon themes. Part of the Middanyeard series.) Ghosts 'n Goblins clone.
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Hi, New to the community, just joined. I setup my first 7800 and ordered bunch of games from eBay. I am in my mid 40's and 2600 was my first console (other than a pong clone). I have so many childhood memories with that machine. Recently I had this itch to revive those fun days. Emulators weren't cutting it, so I started looking for a 2600. While I am at it, why not get the 7800, since I learned it was backwards compatible. I am already working on some custom labels for some of the duplicate games with damaged labels. Why the hell not. Here are 2 pics showing the 7800, and the connection hack for a modern TV. Surprisingly the picture on TV is pretty clear without interference unless I touch the adapter.
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Hello ,my 7800 sound is buzzy and fuzzy ,just static or nothing. I can adjust the 7800 and 2600 colour pots to perfect clarity ,the RF picture pot is also adjustable to perfect clarity ,however my ferrite sound potentiometer is jammed like a mutha !!!. I was thinking about a standard potentiometer like in a guitar for example as a replacement. Also I purchased an RCA mod kit. Would the mod kit bypass the ferrite pot?. Any ideas ???.