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From the album: My Collection
No one knows who made these things. The box is simply a new variant of the 15-in-1 box.- 1 comment
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Hi Everyone, Up for sale are three sets of cartridges: Two sets of Epyx games (Summer Games, Winter Games, and California Games), and one set of Milton Bradley games (Spitfire Attack and Survival Run). All orders include shipping PM me if you are interested. Shipping happens within 24 hours of purchase (usually $7-8, again its included in the price), and I will PM you a tracking number. Finally, I warrantee all items for 30 days after purchase. Thanks everyone! David Milton Bradley = $22 (shipping included) Epyx Set #1 = $18 (shipping included) Epyx Set #2 = $16 (shipping included)
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Here we've got Big Bird's Egg Catch for Atari 2600 with the game cartridge, manual, overlay and the kid's controller that is used to play this game. The kid's controller, made in the USA at Atari's El Paso, Texas facility, also works with the other three Sesame Street games and a couple of unreleased prototypes that have since found the light of day. Everything has been cleaned and tested and works as it should. While giving the overlay a wipe-down, the right embossed "button" popped off - whoops! The good news is it still sits on the #6 key of the controller just fine (as seen in one of the pictures) while playing the game. There is zero handwriting or stray marks of any kind in the manual. Only asking $20 shipped (US only). Please see pictures for exact condition of all items. Shoot me a PM with any q's or to finalize a deal. Thanks.
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Atari 2600 Replacement Cartridge Labels Pricing per title is based on size, number, and type of material. Many titles are only $2.50 each. Some cost more and a few cost less. If you are interested just message me (pboland) and I can send you my current catalog (too large to post here). Label Making Process: Great care has been taken to make these replacement labels. They are not just simple copies of the originals. Most of the label imagery is rebuilt from the ground up using related print materials, such as manuals, boxes, advertisements, posters and many elements have even been redrawn. Some labels in my catalog have alternate styles. In the case of “Fathom” (pictured above) both a text version or a picture version can be purchased. Most of the replacement labels are printed on six ink photo quality printers, while others are printed on color laser printers (depends on material type). Each label is laminated and computer cut to size to ensure proper fit and shape. All orders are made on demand, so these are not mass produced labels. For that reason I normally need at least a week to put an order together. Depending on order volume it may take up to two weeks to complete an order. PM (personal message) me for current turn around. Ordering information: Please message me (pboland) if interested. I will send you my current catalog and tell you my current turn around. If you can’t find the label you are looking for, be sure to ask. Keep in mind I do have a $25.00 minimum order (not including shipping). Shipping inside the USA is $5.50 (first class mail with tracking). If you are outside the USA please let me know so I can quote you the shipping cost. I invoice via PayPal once your order is ready to ship so I will need your PayPal email address at the time of the order. History: I’ve been a video game collector since 1995 and a member of AtariAge since 2006. I started making replacement labels for myself in the early 2000’s. It wasn’t until 2010 that I made my first replacement label for another person other than myself. I’ve been making them off and on since 2012. I DO NOT sell on eBay. For those that don’t know, I make/design new controller overlays and cart labels (meaning not repros/replacement) for some in the home-brew community and I’ve been doing this since 2012 as well. I can make cart labels for many pre-crash systems. Link for messaging pboland [https://atariage.com/forums/messenger/compose/?to=9874] (You must be logged in to AtariAge for link to work) Small Sample:
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Looking to unload these 11 boxed games as a lot but would consider piecing out if need be. Figured $40 plus shipping would be more than fair. Lowered to $30 with FREE SHIPPING! Value of the lot is around $75 based on eBay sold listings. All games are complete in box (CIB) unless otherwise noted. All games are NTSC format. Please see attached pictures to evaluate condition. Air-Sea Battle Asteroids (even has revision card to manual!) Combat Golf Missile Command (no manual) Pac-Man RealSports Football (Atari Corp.; no manual) Space Invaders StarMaster (no manual) Street Racer Super Breakout Shoot me a PM with any q's or to finalize a deal!
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Music Machine LP ORIGINAL RELEASE in good condition with Sleeve/Comic - price lowered - $15 including shipping Music Machine Part II LP ORIGINAL RELEASE w/ sleeve/comic, lyric sheet and advertisement SOLD Rumor has it that the original Atari 2600 Music Machine Cart was packaged with the LP - Put your Atari Music Machine in context. Nice addition to your collection. $50 plus actual shipping for all of this or best offer. Pm me. Kevin
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Maybe yet another C Compiler for 6502 programming...
splendidnut posted a blog entry in splendidnut's Blog
Mocha/BCA Announcement Usually, the biggest hassle with getting things done for me has always been a lack of enough big chunks of free time to do stuff. Due to the current pandemic, that is no longer the case. Since I'm pretty much home-bound waiting for the weather get warmer, I have a lot more free time to work on personal projects. I've been wanting to announce and talk about my current projects for a while. I'm in the process of developing a C-like compiler focused on generating optimized 8-bit code for the 6502 to use for developing projects for the Atari 2600. There have been a few people that have announced projects like this a few years ago, all of which seem to have stalled out. That's why I'm a bit hesitant to annouce this. I wanted to wait until I was further along, so that I could actually feel confident enough to release a beta-version of the compiler. Currently the compiler does work to a point... As long as the code remains relatively simple, the compiler produces decent assmebler code which can then be fed thru DASM to get a working program. Anything the compiler can't handle, it either yells loudly about (usually syntax errors that can't make it thru the parser), or let's you know there was an error and still produces an assembly file containing all the code it could compile. In parallel with the compiler, I'm working on a game that I started long before ChaoticGrill. I've been able to get a somewhat simpler version of the original display kernel programmed and running in C code. Which shows that, Yes, you can write a display kernel in C for the 6502. The only thing in the demo that has strickly been written in 6502 code, is the Sprite Positioning routine. Working on the two in parallel, while a bit slower... seems to keep the motiviation going as I flip back and forth between the two. While working on the game/demo when I hit a need for something to be implemented in the compiler, I can switch over and implement it. And when I get tired of working on the compiler, I can always switch back. ---- This all came about because I was playing around with a lot of different things the past several months... * Progress on Chaotic Grill has been slow because I'm now at the point where I need to fill in the framework surrounding the game: the titlescreen, menu system, extra features... like SaveKey support. On top of debating whether I want to add anything to the gameplay. * I've been thinking about writing a compiler for a while now. It's something I've always wanted to do, but just haven't had the time or motivation. I've spent some of my free time playing around with some old Turbo Pascal projects, experimenting with old C/C++ compilers, and digging more in depth into Javascript. And that has all led me back around to thinking of developing my own compiler... which led to the root of this project. * I did some experimenting with CC65 and trying to get something compiled and running for the Atari 2600. I was able to get a very simple display kernel working... but only after I started hacking away at the CC65 code base, adding my own code optimizers into CC65's vast optimizer code base. There was some success... but it was a bit of a painful process. Ultimately I came to the conclusion that, while you could do a project in it (other's have... Robo Ninja Climb / https://atariage.com/forums/topic/280856-robo-ninja-climb-atari-2600/ ), you kind of had to jump thru hoops to do it. * I attempted to experiment with the C02 Compiler (https://atariage.com/forums/topic/267074-c02-compiler/), but it appears there's a very constraining identifier length limit (6 chars!!!!)... which the codebase itself adheres to also. After trying my previous efforts hacking away at CC65, I was not about to do that again.... There were also some other reasons, but I don't remember what they were. This was the final push into developing my own compiler. ---- For the most part, the compiler I've written trys to following somewhat closely with the C89 (Ansi) spec. My main reference has been "The C Programming Language: Second Edition" by Brian W. Kernighan and Dennis M. Ritchie. I'm probably not going to implement Preprocessor stuff... I currently have one, it only processes the #include stuff (in a very hacky/not quite implemented fully way), but I'm debating just pushing that into the parser itself. I will not be one to enable "macro abusers" Constants are currently implemented and working, and I'll be adding either a manual or automatic function inliner. Both of which are usually what macros are used for. I've greatly simplified the variable declaration stuff. Only handling 8/16 bit values, pointers and arrays. The most complicated thing you can create is an array of pointers: char *gfxPtrs[5]; So far, I've found this to be sufficient. I've yet to implement one of the features I'd really like to see: Inline assembly. It hasn't been done yet, mainly because I'll need to write a parse/code generator for that. i.e. Lazy... I've got my position sprite routine... what more do I need? Uhh... a score kernel... So far, the compiler mainly deals in byte-based operations... there are a few things that can work with integers (mainly for the current pointer support), but for the most part, the 16-bit support is missing. For comparisons, signed/unsigned-ness has generally been ignored, mainly because I haven't used it that much. ----- Overall, despite that half-implementation of most things... I've been slowly adding features to make the compiler ready for general consumption. Or at least tolerable. Since I currently don't know when I can throw anything out there, I decided to make this a blog post instead of a general announcement. Oh... and here's two binaries. One of the original game project in ASM (pre-ChaoticGrill), and one of the C reimplementation using the aforementioned compiler. And might as well throw some C source code out there too. Feel free to ask questions or comment. --Philip bca-asmEng.bin bca-mocha.bin bca.c -
I'm going to try to make a case for it being good, but NOT because it's Pac-Man.
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Hi I have some problems with the colors of some of my PAL 60 games. The console I use is a composite modded PAL Heavy Sixer on a modern Samsung TV. The game is Zippy The Porcupine, and I haven't played it before, but I can definitely tell that the colors are all washed out. What's supposed to be red is pink and what's supposed to be blue is white. Other PAL games displays perfectly fine. I've added a photo to visualize what's happening.
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Hi all, I have created the following post yesterday: Someone just told me that I should have created it in this subforum. I don't want to duplicate the post but I have also not found how to move the post here. Any suggestions? Also, if you can comment on the bankswitch schemes you currently use in your programs and any experience you can share on how to implement a bankswitch controller on a 8bit Microchip PIC will be much appreciated. Cheers!
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Here we've got an Atari 2600/VCS "Light Sixer" Bundle with 20 games. Everything has been cleaned and tested and works great. Please see the attached pictures for exact condition of all items. In addition to the console itself, you get 20 handpicked games (seven with manuals), an OEM Atari power supply, an OEM Atari CX-40 joystick and an RF adapter so that you can hook up the Atari to a more modern TV without the need for a switchbox (your mileage may vary on the newest TVs); basically everything you need to get gaming immediately. A couple of the Atari Corp. games fit a little snugly in the cart slot but still work just fine. A couple of the games' end labels are coming up a bit on the left corner. Here are the games: Asteroids (with manual) Battlezone Berzerk Combat Crystal Castles (Atari Corp., with manual) Defender Donkey Kong Joust (with Atari Corp. manual) Jungle Hunt (Atari Corp., with manual) Kangaroo (Atari Corp., with manual) Missile Command Pac-Man Pitfall! (with manual) Pole Position (Atari Corp.) Raiders of the Lost Ark (Atari Corp., end label misprint) River Raid (with manual) Space Invaders Tennis Vanguard Yars' Revenge Looking for $100 plus shipping OBO. Please shoot me a PM with any questions or to get a shipping quote. Thanks!
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Hi all! Last month I saw the following ad on eBay: I thought the appeal of this kit for homebrew development was very limited: No bankswitching/mapper (only 2K games or 4K games with further modifications on the board) It required messing around with UV lamps, programmers, etc Required some knowledge of electronics Buying the parts separately would probably be less expensive Not possible to ship as a product to customers It would be probably easier and faster to use one of the existing USB/SD carts to test on a real hardware. This did make me think though that I had never seen a development kit for the 2600 which would allow homebrewers without knowledge of electronics to self publish their games. If a mapper is required, then that knowledge need goes up real fast. As in Europe we have very limited offers of good homebrew games available (most of them are from the USA and shipping quickly becomes a problem), I thought about making this my next project. The idea is to have blank carts (populated with all required components but without any game image in them) and a simple to use cable and PC software which would allow the user to create a cart ready to be shipped to customers as well as test games in a real atari. Is this something that would interest the homebrew community? Here are some requirements I have come up with: The final product must cost under 10€ (populated cart PCB) All components must be easy to find. Preference should be given to components still in production Must be usable by people with no experience in electronics No soldering Must support mappers (the ones used by batari Basic at a minimum, as a lot of people seem to use bB) No physical alterations to select the desired mapper (or no mapper) Must fit in a standard Atari cartridge case Components should be SMD to keep production cost as low as possible All comments will be appreciated!! Cheers.
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From the album: My Collection
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- atari
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From the album: My Collection
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- atari
- atari 2600
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(and 2 more)
Tagged with:
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From the album: My Collection
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- atari
- atari 2600
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(and 2 more)
Tagged with:
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From the album: My Collection
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- atari
- atari 2600
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(and 2 more)
Tagged with:
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From the album: My Collection
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- atari
- atari 2600
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(and 2 more)
Tagged with:
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From the album: My Collection
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- atari
- atari 2600
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(and 2 more)
Tagged with:
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From the album: My Collection
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- atari
- atari 2600
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(and 3 more)
Tagged with:
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From the album: My Collection
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- atari
- atari 2600
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(and 2 more)
Tagged with:
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From the album: My Collection
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- atari
- atari 2600
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(and 2 more)
Tagged with:
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From the album: My Collection
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- atari
- atari 2600
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(and 3 more)
Tagged with:
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From the album: My Collection
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- atari
- atari 2600
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(and 2 more)
Tagged with:
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From the album: My Collection
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- atari
- atari 2600
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