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I am looking to purchase an Atari 5200 in parts or all together. It seems working joysticks is the hard part. please drop me a line if you have any for sale. Thank you
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I am interested in purchasing an Atari 5200 that works with one controller. let me know so we can negotiate a price. Thank you.
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Ok, it doesn’t look very ‘estethical’ but it’s very functional: - from right to left: 1) Atari 5200 2) Atari 7800 NTSC 3) Famicom 4) NES 6) Sega Master dual 50 Hz + 60 Hz (Fm chipped) 7) Atari 7800 Secam/Pal
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The Adventures of Bounty Bob, brave Cananian Mountie on the trail of Yukon Yohan. Bounty Bob, who looks neither like a Mountie, nor like the miner on the box covers and as the title would suggest. Until now. With sprite designs by TIX, and sprite hacks by your's truly, I introduce to you the burley Miner 2049er! [Recorded with Atari800 OS X . Atari800OS X has a no sound bug in current revision.] Miner2049er 5200 AS01.bin Try it out. Was able to get this to run under Atari800 OSX, but not Altiera for some reason. Prior revisions and the thread on how this was hacked here
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Hi friends, As much as I love the cool design, I realised that I prefer to play Centipede with the stock controllers. In perfect working order ... 85$ + actual shipping from Canada If you happen to have a a gold upgraded stock controller , or maybe a Wico, or a Competition pro, let me know Henry
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Hi friends, I recently bought this wonderful AtariMax SD Multicart, I would like to trade it with a fully working and in good shape Atari 5200 trak-ball (+Centipede bonus ?) . This Atarimax cart originally contains Beef Drop and Venture (which I will miss) and is loaded with the usual 5200 stuff. The reason I am selling it, imo it is taking a bit of the magic of taking out a cartridge from the box and inserting in the 5200. Note : I asked Steve of Atarimax, to send me the unit without the label on the cartridge so I make a custom one, but I never did. It will be shipped with the original label and stuff.
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Hello everyone, I just picked up an Atari 5200 today off facebook marketplace and it was working just fine this evening! After I got done playing it, I noticed the power supply was making a faint humming sound indicating that it was electrically charged. I was concerned about it, but I figured that was normal for an old power supply to make that noise. However, eventually noticed that the power supply stopped making the humming noise. When I tried to turn the console on again, it would not power on at all. I tried different outlets and none of them solved the problem. I initially thought the problem was the switchbox because I know they can be very finicky. However I am more inclined to assume this is a power supply issue. Is there an easy fix for this or should I just cave in and buy another power supply off eBay? I'm just concerned that the problem won't actually be the power supply and it will instead be the switcher. Any advice or insight would be appreciated!
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From the album: My Retro Systems
© 2020 AdvancedSolutionsIT
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Updated 10/12/20 with the results, see bottom. I'm running out of ROM memory with the new code I'm adding for the 2-player mode of the game. Koffi: Yellow Kopter was programmed in 32k back in 2002. It seemed like a huge amount of ROM at the time, so I didn't try much to keep things small. There ended up being huge graphics tables and repetitive code routines, just because that was easiest to do. Also, before I finished Koffi, I used up as much remaining memory as I could. Over summer 2020, I went back and rewrote several routines, and I've ditched the original game's credits / names text and freed up 1k or 2k. I thought this would be enough to add some fun new stuff, but I'm once again running low on ROM space, so I am now rewriting the routines/data tables which are the biggest ROM wastes: those that create the image of the Trees. Stage 1 Mountain Valley's Tree / leaves graphics take up 1,000 bytes originally. But most of the bytes are the value of $55. I am now trying to store a big rectangular block of $55's (no need to code these into the ROM now) programmatically, and then just have left-edge and right-edge tables to provide the more rounded tree details. To illustrate, an original code section: ;************ Draw Leaves Layer2 ****************** ; RWL 2001 lda #<leaves2 sta Ptr1 lda #>leaves2 sta Ptr1+1 lda #$32 ;row 4 starts at $3208 sta $81 lda #$08 sta $80 jsr CommonMVTreeDrawLoop ; rewritten as common routine RWL 072520, saved hundreds of bytes Using data tables like this one: leaves2 .byte $15,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55 ;line 7 .byte $55,$55,$55,$55,$55,$55,$55,$55,$55,$50 ; ; .byte $55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55 ;line 8 .byte $55,$55,$55,$55,$55,$55,$55,$55,$55,$50 ; ; .byte $55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55 ;line 9 .byte $55,$55,$55,$55,$55,$55,$55,$54,$55,$50 ; ; .byte $55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55 ;line 10 .byte $55,$55,$55,$55,$55,$55,$55,$51,$15,$54 ; ; .byte $55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55 ;line 11 .byte $55,$55,$55,$55,$55,$55,$55,$55,$55,$54 ; ; .byte $55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55 ;line 12 .byte $55,$55,$55,$55,$55,$55,$55,$55,$55,$54 ; ; See all those $55 values? A compression routine would also reduce ROM needs, I could compress these tables and expand them into screen RAM directly. But I'm not wanting to add a compress/decompress routine to this game this late in the game, which would take up some ROM itself anyway. So, I'm reducing these tables with my own custom draw routines. 10/12/2020 Monday night. Results: Success! I got the same basic tree image but at a cost of about 640 bytes less! prior Blog entries: https://atariage.com/forums/blogs/entry/16854-koffi-redux-2020-part-2/ https://atariage.com/forums/blogs/entry/16763-koffi-2020/
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Trying to refresh my skills using DASM , I started to make little tweaks to 2002's Koffi: Yellow Kopter. So far, did these things: removed y2k-compliant bootup code (the Atari fuji symbol w/multicolors). Freed up some ROM and the game boots immediately to Koffi's title screen now. modified the hues of the raindrops to a more blue hue. Using hues $B4/$B8, the raindrops looked green on emulators although looked bluish on my orig 5200 and on ancient emulator VSS. NTSC color values weren't what I orig thought they were. Well the raindrops are blue now. Fixed a bug with Koffi's water tank level. It was challenging to find the reason why the yellow water meter would display as though it were full, but internally the water value would wrap around to $00 value (thus no water untl you catch more!). It could happen (usually on Easy mode) when you had a full meter, after Pyro the cloud was defeated and the final countdown was going on to put out the fire. Well, I found the cause. Fixed. You can start the game with a Joystick button press now. Fixed another bug on Pyro's Mom (the 4th stage which is a boss fight). If the fire Chaser gets hit by Mom's lighting, he shoots up and hits her, stunning her and giving you some time to safely go hit her right in the clouds. (ow!) The bug , which I knew about but decided back then to call a feature, is the Chaser can get stuck in this sequence in an infinite loop. Solved, fixed. Tweaked the graphics for Mom's eyes after she is defeated to be more centered as I originally intended. Tweaked the Tree Bonus logic . It is easier to get the 500 point max bonus now, and I added some more granularity to the points levels. Tweaked the settings as the levels increase. You can defeat Pyro a bit quicker on each level now, speeding up the pace of the game a bit. Reviewing the code, I believe I can free up some ROM space and make some more gameplay and graphics tweaks for Koffi 2020. What I'd like to try is to have a 2-player simultaneous mode. I always wanted that (like in the Williams game Joust), but it was beyond my abilities back in 2002. We'll see.
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In July 2020 I and sat down at my home-brewing desk and started to play around with tweaking my 2002 Atari 5200 homebrew, Koffi: Yellow Kopter. I have had notes about doing a 2nd Koffi game since 2002 when I finished the first one, but it seems ever more unlikely I'll devote time to do a whole new sequel with all the ideas I'd planned. So, I decided to play around with the original, add a few game play tweaks, some new visual details, fix a few bugs, and add a new 2-Player co-op mode. Some of my first changes are listed at an earlier blog entry: https://atariage.com/forums/blogs/entry/16763-koffi-2020/ As I started to experiment and add fruits, more colors, 2-Player code and other things, what it turned into was a serious need to reclaim some more ROM memory. And OH THE HORROR of some of my old code! Koffi was a 32K game, which seems like plenty of ROM for a game like this, but it fills up. And in 2002 I was new at 6502 ASM codeing and learning, so I did several routines burning more ROM memory than I needed. And I had tried to fill in all the 32K memory just for the principle of using it all, thus the original game had a lengthy Credits with people's names at Game Over. For this version, I axed all that. I reviewed several screen-drawing routines that were basically the same code, so I consolidated most of these to use tables and parameters and to call a common subroutine. Same deal with the BuildRainDrops / EraseRainDrops (which use the 5200s' missiles) - I consolidated 6 of these subroutine to be consolidated table-driven loops rather than 6 lengthy individual subroutines which all basically did 90% the same thing. Between these two categories I freed up about 700 more bytes in the past week, so that should be enough to finish 2-player mode and add some more interrupts and colors. Here are some WIP pictures. I hope to accomplish a few more dramatic visual changes, but it depends on free memory and if adding too much logic affects the gameplay. For this version, I kept Koffi's "Koloring Book" mode, where you press the #5 key and then can use *, 0, and # keys (at the bottom of the 5200 controller) to change the colors of 16 different categories on screen. And I added 3-character text descriptions to each of the 'categories', for example CL1 is Cloud Color 1, Tr1 / Tr2/ Tr3 are Tree colors 1/2/3, and so on. In the 5200 original, it just showed the hex value 0 through F. 2 Player Mode is starting to work. You toggle it on the Title Screen by pressing the #0 key. It is understandably glitchy for now, until I modify ALL the collision and Points logic to handle 2 players. To get 2 Kopters on-screen, I took Koffi's original Player0 and Player 1 (which gave him multi colors) and devoted Player0 to the first kopter, Player1 to the 2nd. If the first Kopter is named Koffi, then I guess the second Kopter will be named Toffi.
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I've got some spare OEM Atari power supplies, as pictured. Tested and working. Atari 2600 x4 SOLD Atari 5200 x1 SOLD $10 per Atari 2600 PSU and $20 for the Atari 5200 PSU. Prices include shipping. If you need more than one, I can cut the prices a bit. Thanks.
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Is anyone from the UK looking to sell their Atari 5200 console? Doesn't have to be boxed, just in good working order with its controllers and power supply. I would buy one from the USA but postage looks prohibitive judging by listings on ebay.
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Masterplay alike adapter with support for Sega Genesis (3 or 6 button) and Nintendo (NES or SNES) controllers and provides START and PAUSE keys functionality for convenience. Remaining functions can be accessed by a standard joystick connected on the 16 vias IDC connector on the board. Buttons and keys are mapped as follows: Two printed circuit boards available. Compact board measures 1.6"x1.6" (41x41mm) A second version of the board fits inside a Hammond 1593J case: Work in progress. Project repository available at Github
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This adapter was named after The 8 Bit Guy that came with a SNES layout for a game that he is developing (for Commodore PET/64) that have controls very similar to Robotron, where the directional Pad controls the movement while the X Y A B buttons control the shooting direction. Full keyboard control is provided using the SELECT and START buttons as Alt/Modifiers keys The connections to the Atari 5200 should be done by use of two cable extensions. If cable on Port 2 is not connected the X Y A B buttons behave like TOP/BOTTOM buttons. The adapter should also support the NTT data controller. Like the regular SNES controller the X Y A B buttons revert to TOP/BOTTOM when the cable on port 2 is not connected. The circuit shall also provide support for NES controllers, though with limited keypad support. The connection to the SNES controller should be done by cutting an extension cable and soldering the wires to the PCB. The PCB is designed to fit within a Hammond 1593J case. Base code is ready. Next step is prototyping. Murray-BaseCode.zip
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I am working on another design of a controller adapter for the 5200. It shall be used together with a 6 button Megadrive/Genesis controller to provide full keypad functionality. Ready: - Schematics; - Preliminary PCB; Work in progress: - Code (90%). Todo: - Testing; - Documentation.
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Iam making a atari 5200 flashback In this topic i want to share with you how i make it
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Greetings Atari Agers - I figured this would be the best place to start with my conundrum. Tempest, in the classic arcade format, always was my all-time favorite video game. Recently, I was showing videos of it to my kids and explaining how awesome it was to play, and the battles my friend and I had on the local 7-Eleven's machine. Many years ago another friend of mine actually assembled a controller for me...spinner and all...and downloaded the emulator so that I could play Tempest on a laptop. The gameplay was absolutely just like the original, and it was the equivalent of owning a machine. I doubt, though, that it was legal. So I'm posing the question to all of you, because I'm guessing you would know. I would like to be able to play the classic Tempest in my home, and I would like to know how I can get a proper control with the spinner. As Tempest fans know, you HAVE to have a good spinner to play it. I also don't want to do anything questionable from a legal standpoint, like downloading the game from an illegal site. I don't mind paying for anything I need for this, within reason. I've seen the version that is (finally) available for the 5200, and I do own a 5200 so that might be okay, but if I can't use a spinner control I'll pass on that. Not a fan of trackballs. So...can anyone point me in the right direction? Forgive me if it's been answered elsewhere. Thanks!! Best, Kurt
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Hi friends, I want to purchase a modded Atari 5200 (console with AC only) preferably the 4 port glossy finish. PM with price
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GONE/SOLD! INTRODUCING THE ALL NEW FOR ATARI 5200 This keypad overlay set was made to help fill a void that that exists in the Atari 5200 overlay library. Some new overlays were made for titles that previously didn’t have overlays and others got a small visual upgrade where possible. Only 100 75 (See Update Below) sets of this collection are being produced. Once these sets are gone, they're gone. This home-brew 60 overlay set includes: • 29 pairs of Atari 5200 styled controller overlays for titles listed. • One pair limited edition metallic controller overlay keypad covers • 1 Limited edition metallic “Atari 5200 Super System” cartridge label. Overlays are shrink wrapped in a great looking Atari 5200 styled mini game box. In all there are 30 pairs (60 overlays total) in this set. I have 50 sets made up and ready to go right now. If I sell out of those I will make more, but I will not make more than 100 75 sets total (See update below). After the sale for the Super Overlays sets I will be selling the overlays individually (minus the special metallic keypad overlay pair and cart label which are exclusives to this set). The cost is $50.00 per set (plus shipping). That puts the cost just below $0.85 per overlay (individually they will cost $2.00 per overlay which is my standard price for all controller overlays). Pricing is as followed. Each Overlay Set is $50.00 USD plus shipping. Shipping inside the U.S.A. will be USPS Priority Mail $7.00 (which includes tracking number). Shipping to Canada is First Class International mail USPS $12.00 (which includes tracking number). Shipping anywhere else in the world is $22.50. I only accept payment via PayPal. The stated shipping cost is for up to 4 copies. Any more than that might require more shipping (please inquire). TO ORDER: PM me with the subject line “SUPER OVERLAYS OFFER" and state how many sets you wish to order and what country it will be shipped to. Be sure to include your PayPal email address in your PM. This is so I can send you an invoice. Once the invoice is paid, I should have your order in the mail within 24-36 hours (not including weekends/holidays) [this time frame is for the first 50 copies sold only. More time will be needed for additional copies to be made]. Remember there are only 100 75 0 copies to be sold and no more will be made. Orders are first come first serve (Basically in order of PM's received)! Project Background: http://atariage.com/forums/topic/256340-interest-check-new-reproduction-overlays/ ***UPDATE*** SINCE I DIDN'T MAKE ALL 100 COPIES OF THIS SET AT THE START OF THIS PROJECT I'VE DECIDE (DUE TO TIME NEEDED FOR OTHER PROJECTS) TO REVISE DOWN THE TOTAL NUMBER OF AVAILABLE SETS TO 75. THIS NUMBER REFLECTS THE ACTUAL NUMBER OF SETS THAT HAVE BEEN PRODUCED AS OF 11/9/2017. ONCE ALL REMAINING COPIES ARE SOLD (CURRENTLY 18 15 0 ) I WILL NO LONGER PRODUCE THIS SET.
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I have read comments, here and on YouTube, over the past 3 years. I have made some updates to all of these games here! A quick note about the hacks: I have decided to place all of my hacks in one, convenient thread. As I grew up with my Atari 5200 and Atari 800XL, there were certain games that I thought had a little more potential. I had created basic hacks for a few of these games. I always thought that my 5200 Popeye could look better. Brutus didn't have a number "5" for a head in the arcade version. I knew I had drawn more accurate Mario characters on my 800XL. If only I could plug them into the games. I teamed up with Playsoft, who provided the tools and wisdom to make these games possible. Some of these games have other contributors. Tep392 helped us tweak the collision and touchy controls in DK Jr. I believe that Tep392 and Kjmann worked on the original Donkey Kong RMT sound version. I believe there is another member who helped Playsoft in some of the A8 to 5200 conversions. I am not sure who drew the giant Popeye head. If anybody has clarity on this, let me know, so credit can go where it is due. These are truly community projects, and I had a great time watching them transform. Playsoft did an amazing job of hacking display list interrupts, giving me a little more height area (eg. thicker 5200 Mario Bros floors, as well as multiple floor types). I have been holding off on releasing the latest Mario Bros hacks, because I didn't want to release as many revisions. I was also hoping for some upgraded sound effects for Mario, but there's not always enough time in the day. There's a bonus hack for the 7800 Mario Bros. I found the 7800 graphics tedious to hack. The characters were drawn too small and flat, and the game itself plays horribly. That version has the least number of animation frames, so the animation is poor regardless. It is my "Lipstick on a Pig" release. Donkey Kong: Atari 8-bit Computer Arcade version -- DK_A8_Arcade.xex Atari 8-bit Computer RMT version (Updated sound) -- DK_A8_RMT.xex Atari 5200 Supersystem version -- DK5200_Arcade.bin Donkey Kong Jr: (Arcade & Enhanced versions) Atari 8-bit Computer Arcade version -- DKJr_A8_Arcade.xex Atari 8-bit Computer Enhanced version -- DKJr_A8_Enhanced.xex Atari 5200 Supersystem Arcade version -- DKJr_5200_Arcade.bin Atari 5200 Supersystem Enhanced version -- DKJr_5200_Enhanced.bin Popeye Arcade: Atari 8-bit Computer version --PopeyeArcade_A8_Final.xex Atari 5200 Supersystem version -- Popeye5200_ArcadeFinal.bin Mario Bros (1983, 5200 version): Atari 5200 Supersystem bin version -- MarioBros_Arcade_52.bin Atari 5200 Supersystem car format -- MarioBros_Arcade_52.zip Mario Bros XE: Atari XL/XE version - MarioBrosArcade_XE.zip Mario Bros 7800: Atari 7800 version - Mariobros_7800_Arcade.a78
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Atari 5200 Wico Joysticks and Keypads – all in very good condition (see pictures) - $300 for everything + shipping. PM me if interested. 1 Wico 5200 Y-Cable (tested, working) 3 Wico 5200 Joysticks: 1 Joystick fully working 1 Joystick works except it drifts slowly down (all directions and both buttons work) 1 Joystick works except for Big button (all directions and small button works) 2 Wico 5200 keypads: o 1 Keypad (These buttons work: Pause, Reset, 5, 6, 8, 9, 0, #) o 1 keypad (These buttons work: Pause, Reset,4,5,6,7,8,9) o These are in great condition inside and out. Looks like the keypads may be able to be repaired by replacing the cables:
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In the last episode of my 5200 series, I discuss more Atari 5200 Prototypes. It's really been a lot of fun learning about this gaming system. A big thanks to the 5200 Brotherhood for all their help!
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In my latest episode I discuss more Atari 5200 Prototypes. Which prototypes are your favorites and which would you like to see completed? Don't forget that I'll be live on Youtube every Wednesday @ 9:00 PM central. Stop by and say hello!
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There weren't a lot of rare and valuable games for this system. Did I miss any? Let me know. thank you!