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  1. I have ended up with two of these but only need one, so the other one's available to anyone who wants it. £18 or nearest offer - buyer to collect or pay postage. Will consider swap for the AtariLab Light Sensor set.
  2. Hi folks, For trade with similar kind of silver boxes only (mostly released by Atari FR or Atari DE). Atarimania rarity 8 : http://www.atarimania.com/game-atari-400-800-xl-xe-pay-off-_3909.html Content : 1 Disk (Complete) From: Atari UK Atarimania rarity : Unlisted (they don't have it) - http://www.atarimania.com/game-atari-400-800-xl-xe-schluck-richtungspfeile_6993.html Content : 1 disk + Docs (Complete) From: Atari Germany More pictures on demand. Regards, Marsup
  3. Hey fellow Jaguar fans, On Saturday, June 14, 2014, the free-to-the-public Sunnyvale Atari Party will take place at the Sunnyvale Public Library from 10:00 am - 4:00 pm. Please come and join Bill Kendrick and the rest of us there. There will be Atari 2600s/Flashbacks, 5200s, 7800s, XE Game System, Lynxes, Jaguars, arcade machines, Atari 8-bit computers, Atari STs, and modern PCs emulating the classic consoles. In addition, we are fortunate enough to have two legendary ex-Atari employees who will be speaking. The first is Al Alcorn, Atari employee #3, builder of Pong, who worked on the Atari 2600, Atari's holographics, and countless other items. He later became an Apple Fellow*. And then there's Dan "The TrakBall Man" Kramer who is personally responsible for the 2600 and 5200 TrakBall Controllers, amongst many other projects during his time at Atari Inc. He is also promising to show off some prototype hardware as well. http://www.newbreeds...tariparty/2014/ Sunnyvale CA is, of course, Atari's old hometown. Please visit the website link above for more details. Volunteers are also welcome. And there may be present a custom Jaguar paddle controller for use with Tempest 2000. This is a kid-friendly event so bring the whole family... *If you've watched the recent Steve Jobs film [Jobs], Mr. Alcorn is represented in the film. He's referred to as "Al" during the Atari scenes and "he" is the one who tells Jobs that he's "an a$$hole".
  4. Hey fellow Lynx fans, On Saturday, June 14, 2014, the free-to-the-public Sunnyvale Atari Party will take place at the Sunnyvale Public Library from 10:00 am - 4:00 pm. Please come and join Bill Kendrick and the rest of us there. There will be Atari 2600s/Flashbacks, 5200s, 7800s, XE Game System, Lynxes, Jaguars, arcade machines, Atari 8-bit computers, Atari STs, and modern PCs emulating the classic consoles. In addition, we are fortunate enough to have two legendary ex-Atari employees who will be speaking. The first is Al Alcorn, Atari employee #3, builder of Pong, who worked on the Atari 2600, Atari's holographics, and countless other items. He later became an Apple Fellow*. And then there's Dan "The TrakBall Man" Kramer who is personally responsible for the 2600 and 5200 TrakBall Controllers, amongst many other projects during his time at Atari Inc. He is also promising to show off some prototype hardware as well. http://www.newbreeds...tariparty/2014/ Sunnyvale CA is, of course, Atari's old hometown. Please visit the website link above for more details. Volunteers are also welcome. And bring your Lynxes…maybe we can ComLynx a bunch of them together! This is a kid-friendly event so bring the whole family... *If you've watched the recent Steve Jobs film [Jobs], Mr. Alcorn is represented in the film. He's referred to as "Al" during the Atari scenes and "he" is the one who tells Jobs that he's "an a$$hole".
  5. I have this GTIA chip for sell, it is correct, no defective... I am asking 7€ + shipping + paypal f. thanks
  6. Been a while since I attempted this, and perhaps I'm getting Atari 8 and 16 bit machines a bit confused, but I remember writing a utility back in the day that moved the screen around memory. One interesting thing was that if the pointer to screen memory was placed just before or just after the start of actual screen memory, there would be a neat artifact like 1-dimensional video feeback, where one line would get duplicated, then that would get duplicated, etc. It looked like a faux 3d perspective effect where the "closer" objects would be taller. I found From Compute's Second Book of Atari Graphics, Program two, here: http://www.atariarchives.org/c2bag/page185.php to move screen memory around, but it's not behaving how I'd like. I have a feeling it's limited to a specific region of memory. I started with it, modified to use graphics 9. It does move the screen through memory using the arrow keys, but does not exhibit the powers-of-two one-dimensional video feedback I remember. Perhaps it's not crossing the screen boundaries in the way I remember? Modified listing using basic mode 9: 5 GRAPHICS 9 10 REM COARSE VERTICAL SCROLLING DEMO 15 REM PRESS UP/DOWN ARROWS TO MOVE DISPLAY THRU MEMORY 20 DLIST=PEEK(560)+PEEK(561)*256:REM GET START OF DISPLAY LIST 30 LMSL=DLIST+4:REM POINTER TO DISPLAY MEMORY 40 LMSH=DLIST+5 50 DISPLAYL=0:REM INITIALIZE ADDRESS OF DISPLAY MEMORY 55 REM READ KEYBOARD 60 IF PEEK(764)=255 THEN GOTO 60:REM WAIT FOR KEY 70 IF PEEK(764)=14 THEN POKE 764,255:GOTO 110:REM UP ARROW / 80 IF PEEK(764)=15 THEN POKE 764,255:GOTO 140:REM DOWN ARROW ? 90 GOTO 60 100 REM MOVE DISPLAY WINDOW INTO LOWER MEMORY 110 DISPLAYL=DISPLAYL-40 120 IF DISPLAYL>=0 THEN GOTO 170:REM CAN'T DISPLAY NEGATIVE MEMORY 122 DISPLAYH=DISPLAYH-1:DISPLAYL=0 124 IF DISPLAYH<0 THEN DISPLAYH=0 126 GOTO 170 130 REM MOVE DISPLAY WINDOW INTO HIGHER MEMORY 140 DISPLAYL=DISPLAYL+40 150 IF DISPLAYL>240 THEN DISPLAYH=DISPLAYH+1:DISPLAYL=0 160 REM CHANGE DISPLAY MEMORY POINTER 170 POKE LMSL,DISPLAYL:REM PUT NEW DIPLAY ADDR IN DISPLAY LIST 180 POKE LMSH,DISPLAYH 200 GOTO 60:REM GO WAIT FOR KEYBOARD ENTRY The eventual goal is to have a split screen using display lists, having a static mode 11 top—rainbow sky—and a "scrolling" (by changing memory that then propagates down the feedback loop) bottom section in mode 9—ground. The features on the ground should ideally be bits from memory (to simplify my landscape drawing code P189L2.bas.txt
  7. Looks like a little over 18 hours are left on this eBay auction listed by seller "nintendolover." Looks like a part of that huge video game collection that the same guy was looking to sell complete but didn't have any takers at his astronomical price, so he appears to be splitting it up by system. It's currently at $510 and counting. Any ideas on what the winning bid will wind up being? Too rich for my blood and I have the system and a complete collection already, so I thought I'd point it out in case anyone was interested. Not mine, as my eBay ID is the same as my username here. Cheers. https://ebay.to/2WfWHG2
  8. I offer 30% discount on all remaining Atari 8-bit and C64 software. Just check the latest lists with the regular prices and deduct the 30% discount. ITEMS As some of you may know I've closed my online shop*. Now I'm selling off my stock. I start with the Atari 8-bit software (200+ items, a mix of US and Euro releases, just check the lists) and C64 items (250+ items, a mix of US and Euro releases, just check the lists). The pdf files contain detailed deskription and a picture of each item. The prices stated in the lists were the old shop retail price and of course, I am absolutly open for offers NEWS I've already received quite a few offers for selected games, but I would really like to sell the items in bulks with huge discounts, so please be patience if you've sent an offer for single or few games. SHIPPING I am located in Germany. Shipping USA/Canada: 5kg - 37.99 EUR; 10kg - 54.99 EUR; 20kg - 76.99 EUR Shipping EU: 5kg - 17,99 EURO; 10kg - 22,99; 20kg - 33,99; 31,5kg - 44,99 EUR If you have any questions just drop me a line. Thanls for reading, Marc. * The box business isn't effected by the closing of the shop. Shop_Atari_8bit_Software.pdf Shop_C64t_Software.pdf
  9. Simple Assembly for Atari BASIC A multi-part discussion of a few pet peeves about Atari BASIC and simple machine language utilities to fill in the gaps. July 2016 ============================================================== Part 1 - Introduction http://atariage.com/forums/blog/576/entry-13175-part-1-of-11-simple-assembly-for-atari-basic/ Part 2 - Learn 82.7% of Assembly Language in About Three Pages http://atariage.com/forums/blog/576/entry-13176-part-2-of-11-simple-assembly-for-atari-basic/ Part 3 - The World Inside a USR() Routine http://atariage.com/forums/blog/576/entry-13177-part-3-of-11-simple-assembly-for-atari-basic/ Part 4 - Implement DPEEK() http://atariage.com/forums/blog/576/entry-13178-part-4-of-11-simple-assembly-for-atari-basic/ Part 5 - Implement DPOKE http://atariage.com/forums/blog/576/entry-13180-part-5-of-11-simple-assembly-for-atari-basic/ Part 6 - Various Bit Manipulations http://atariage.com/forums/blog/576/entry-13181-part-6-of-11-simple-assembly-for-atari-basic/ Part 7 - Convert Integer to Hex String http://atariage.com/forums/blog/576/entry-13182-part-7-of-11-simple-assembly-for-atari-basic/ Part 8 - Convert Integer to Bit String http://atariage.com/forums/blog/576/entry-13183-part-8-of-11-simple-assembly-for-atari-basic/ Part 9 - Memory Copy http://atariage.com/forums/blog/576/entry-13184-part-9-of-11-simple-assembly-for-atari-basic/ Part 10 - Binary File I/O Part 1 (XIO is Broken) http://atariage.com/forums/blog/576/entry-13185-part-10-of-11-simple-assembly-for-atari-basic/ Part 11 - Binary File I/O Part 2 (XIO is Broken) http://atariage.com/forums/blog/576/entry-13186-part-11-simple-assembly-for-atari-basic-the-end/ ============================================================== This actually isn't the project I meant to be working on. I ended up here, because of a series of other needs. Originally, I was working on converting some old examples from Compute! not written for the Atari and needed to demonstrate a machine language sort for an Atari BASIC numeric array. This required I understand Atari BASIC variables, and while writing that discussion I realized I needed facilities not included in Atari BASIC (16-bit peek and poke, memory moves, etc.) So, that brought me here to fill in some gaps missing in Atari BASIC. Now that I'm done with this hopefully the Atari BASIC Variable article will be done soon, then I can get back to the machine language sort. it will take a while to get these articles posted, reformatted, etc. Several will be posted today, and others over the next few days. For those who don't care to wait for the multi-part bloggitty-blog version the complete document is attached below in a couple formats: LibreOffice ODT. Remove the .zip after downloading: HelpBASIC.odt.zip PDF version: HelpBASIC.pdf ============================================================== Introduction: The Good… The Atari 8-bit computer was a paradigm-changing platform when introduced in 1979. The extensive, built-in color graphics and sound capabilities started computer-based “multimedia” years before the word existed. Atari would have been justified keeping it a completely closed box of mystery. Fortunately, they did not. Atari provided a BASIC language with reasonable support for the computer’s custom hardware graphics and sound features. Many other computers introduced before and even after the Atari had BASIC languages providing little to no support for graphics or sound. They were little different from the original BASIC (circa 1964) developed in an era of time-sharing terminal printers intended for number and text processing. Atari BASIC incorporates some good ideas. On program entry Atari BASIC converts commands to an abbreviated form called tokens. Using tokens cuts down memory use for program storage, speeds up program execution, and the tokenization process provides immediate syntax error feedback at the time a programmer enters a program statement. Atari BASIC provides exceptionally high readability compared to other BASICs of the day. Atari BASIC nicely inserts spaces between commands and values in program listings. This spacing does not occupy the program's memory thanks to tokenization. Finally, Atari BASIC recognizes long variable names enhancing readability. Some do not like the way strings work in Atari BASIC, but I find they make a lot of sense. When moving on to C years later, I credit the reduced learning curve for C strings to Atari BASIC; the way an Atari string behaves in memory is more like a C array of characters (less the ‘\0’ terminator) than Microsoft BASIC strings. Also, a character pointer in C is a concept similar to the Atari BASIC ADR() function. The Bad… Of course, nothing is perfect. Atari BASIC is missing some useful features for dealing with computer hardware on the computer’s terms. This is not really a critical failure of Atari BASIC, since many other BASICs do even less than Atari BASIC and part of the purpose of original BASIC was to protect the beginner programmer from architectural questions about the computer hardware. But, given the Atari’s additional graphics and sound features part of the fun of programming is making the Atari hardware do interesting things. 8-bit computers frequently have reason to deal with 16-bit, two-byte values. While Atari BASIC has PEEK and POKE working with single-byte values it lacks a way to work directly with two-byte values. The Atari hardware provides many interesting bells and whistles for graphics and sound. (Literally, it can make bell and whistle sound effects.) Effective interaction with hardware registers and the operating system often require manipulating individual bits within a byte. Bit operations are not available in Atari BASIC. Hand-in-hand with 16-bit values and bit operations is working with hexadecimal representation of values. When one becomes familiar with the hardware it begins to make a lot more sense to refer to and display values in their hexadecimal form. Hexadecimal value representation is not included in Atari BASIC. Moving blocks of memory around has many practical uses in the Atari environment – copying character sets, animating characters or Player/Missile graphics, rapid updates of color registers, etc. Atari BASIC does not have a general purpose memory move feature. There is a common hack using Atari BASIC strings to perform a high-speed memory move. However, this method requires more setup, is not obvious to the casual programmer, and so is not as convenient and flexible as a command to move memory. Atari BASIC’s I/O functions are missing the ability to load bulk, binary data into memory from a file, (such as graphics or character sets.) Atari BASIC must use slower loops to read a file, or waste memory by including the data within the BASIC program. And the Ugly (or just darned weird)… The worst weird thing about Atari BASIC does is that it handles all numbers as 6-byte, BCD, floating point. In spite of this it is still comparatively fast, so it makes one wonder how fast Atari BASIC could be if it used 16-bit integers instead of bogging down the 1.79 Mhz CPU with floating point math. Another problem built into Atari BASIC is line lookup for statements. Atari BASIC identifies statements during execution by searching the line numbers from the beginning of the program to the desired statement. This causes statements at the end of a long program to execute slower than statements near the start of the program. Atari BASIC has two different syntax options for GOTO. These are both valid: 100 GOTO 10 200 GO TO 150 What's up with that? It is a joke, right? I do hope the implementation cost less than a dozen bytes. Couldn't this have been replaced with a solution to one of the other problems, such as 16-bit PEEK and POKE? All these issues with floating point use, line searching, and command syntax are fundamental to the internals of Atari BASIC, so solutions to these situations require writing a new version of BASIC. Since I’m not planning on making a career of this, contentment will have to come from resolving the easier problems mentioned earlier. The Solution To fix these problems get a copy of OSS BASIC XL or BASIC XE, or TurboBasic XL. Really. Seriously. These BASICs can load and run all Atari BASIC tokenized programs (that is, SAVE’d programs) and ENTER Atari BASIC LIST’ed programs correctly at least 98% of the time. Both are faster than Atari BASIC and provide many of the useful features discussed here. And with the advent of high quality emulators you don't even need to concern yourself with acquiring the languages on physical ROM cartridges or disks. You can get the whole Atari experience plus modern convenience just by downloading a few digital image files. So, problem solved. Thanks for reading. See you later. The Other Solutions You're still here? The movie is over. Go home. . . . So, trading up to a better BASIC is out of the question? For whatever questionable reason you are actually married to Atari BASIC and can’t switch to anything else? Fine. (Do not send me pictures of your children.) If there were no other options the article would end here. However, the miles of text (in the half dozen subsequent parts) must indicate interesting stuff follows. Most of the issues are less difficult than they appear. In some cases a simple solution can be written using just Atari BASIC. However, given the speed of Atari BASIC the real problem becomes how to do it fast enough to be worthwhile. The best performance comes from machine language code. Even badly written assembly will produce machine code that runs circles around Atari BASIC. Below, the article will demonstrate that it has more than enough badly written assembly code to go around for everyone. This article presents several reusable machine language utility programs expanding BASIC programs’ capabilities, and improving performance. These utilities are designed to be called from BASIC’s USR() function. This article is not entirely a lecture on learning 6502 programming from scratch. But, the solutions are not terribly complicated, so it should not be too difficult for a beginner to follow. Final solutions with the utilities implemented in Atari BASIC test programs will appear for those who don't care about the assembly code. Next time we will learn about Assembly language syntax and instructions in as few pages as possible. For I know the plans I have for you, declares the Lord, plans for welfare and not for evil, to give you a future and a hope. Jeremiah 29:11
  10. Checking interest before going to eBay. Atari 8-bit First Star Cartridge BoulderDash CIB. Pictures to follow. Real cartridge box, and the cart is mint. The box is worn but intact. The instructions are also in great condition. Cartridge alone typically goes for $200+.
  11. My name is John Hancock and I am a longtime collector. I go by swlovinist on all forums. Years ago, I decided to create a DVD movie series that showcased a visual guide to collect videogames. These DVD videos are not simply showcasing my videogame collection, but a well organized movie series that breaks down system packaging, accessories, and games for wide range of videogame systems. These videos have been featured at various gaming cons such as the Classic Gaming Expo, Portland Retrogaming Expos, Seattle Retrogaming Expos. They also have been featured on Youtube channels MetalJesusRocks and Gamester 81. Here is what I am offering. The Entire DVD set of all 8 DVDs is $30 shipped. Nuts and Bolts to Video Game Collecting Vol.1 Oddball Systems 70's to Mid 80s This video runs 62 min and showcases the following systems. Each Chapter showcases a different system, game, accessories, and system packaging(If I had it) The DVD showcases the following APF M-1000 ATARI XEGS BALLY ASTROCADE EMERSON ARCADIA 2001 FAIRCHILD CHANNEL F MAGNAVOX ODYSSEY MAGNAVOX ODYSSEY 2 MICROVISION RCA STUDIO II VECTREX Nuts and Bolts to Video Game Collecting Vol. 2 is focused on home NINTENDO SYSTEMS. Each Chapter is focused on system packaging, games, or accessories of a specific system. The DVD runs 82 min and is an excellent guide and overview showcasing many holy grails as well as good value games to pick up. The DVD overviews in detail the following Nintendo Entertainment System Super Nintendo Nintendo 64 Virtual Boy Gamecube Nuts and Bolts to Videogame Collecting Vol. 3 is focused on all US Sega Systems. This project grew in size and is featured on two DVD discs. The DVD runs over 2 hours and overviews in detail system packaging(if I had it), games, and accessories of the following systems Sega Master System Sega Genesis Sega CD/CDX/X'ye Sega 32X Nomad Game Gear Pico Laseractive Saturn Dreamcast ATARI TWO DISC DVD VOLUME 4. IT RUNS HOUR AND A HALF. IT COVERS ALL US ATARI SYSTEMS AND COVERS MUST HAVE GAMES, SYSTEMS, AND ACCESSORIES FOR THE FOLLOWING: 2600 5200 7800 8-bit COMPUTERS LYNX JAGUAR JAGUAR CD VOLUME 5 Playstation Playstation, Playstation 2, and thePlaystation Portable. This DVD series showcases packaging, accessories, and games for Playstation systems. This DVD series is to be enjoyed by anyone who wants to find out more about videogame collecting. The following game systems are covered: PlAYSTATION -System Packaging/System Variations -Recommended Accessories -Greatest Hits/Longbox Game Variations -Hidden Gems -Top RPGS/Strategy Games PLAYSTATION 2 -System Packaging/System Variations -Recommended Accessories -Greatest Hits and TopRated Games -Hidden Gems -Top RPGS/Strategy Games PLAYSTATION PORTABLE -System Packaging/System Variations -Recommended Accessories -Top Recommended Games Vol 6 Neo Geo Turbo Grafx DVD Turbo Grafx Turbo Grafx CD Turbo Duo Turbo Express AES MVS Neo Geo CD Neo Geo Pocket Neo Geo X ALL EIGHT DVDs ARE FOR SALE FOR $30 shipped. The best way to contact me is to pm me. I have appreciated the positive support of this homebrew project.
  12. Sifting the heap of aged floppy disks has turned up an interesting pile of ... shtuff. Machine language routines can be a big help to Atari BASIC/BASIC XL programs boosting performance and providing nifty features not included by BASIC. That is, provided the machine language routine can be brought into the BASIC program. In this case the Atari BASIC language can be like an island fortress repelling all invading data, because the language makes it inconvenient to get a machine language routine into a safe place usable by the BASIC progam. Convenience for BASIC means representing the machine language routine as either DATA statements to be READ and POKE'd into memory, or as string assignments. However, assembler output -- the machine language bytes -- does not come in a convenient format for BASIC. A machine language program is usually stored in Atari's segmented load file format. This is binary information including structure which embeds starting and ending addresses for blocks of memory data. While the segmented file is clever and is the standard format for Atari machine language programs loaded and run from DOS, neither Atari BASIC nor BASIC XL have a facility to easily load the segmented file formats into memory. A user could choose the DOS load option to load machine language utilities into memory, but this requires extra work on the part of users (who may be famous for forgetting to tie their shoe laces), and requires more thought and planning to design the machine language program to load into a location that will not be overwritten by the BASIC program when it loads and runs. BASIC XL does have the BGET command which can load an arbitrary amount of binary data from a file into any specified location of memory. The problem here is that this does exactly that -- it just loads data directly into memory. It does not understand the segmented file format. The BGET function is useful only if a machine language file is stripped of its segment information which is not smart to do if the file does not describe one contiguous block of memory. So, how to easily get a file of machine language data turned into something useful for BASIC namely, DATA statements or string assignments? Here is a BASIC XL program, BIN2DATA.BXL that processes binary/machine language file into more convenient data for OSS BASIC XL. BIN2DATA.zip What it does: Accepts the input file name containing machine language or other binary data Accepts the output file which will contain BASIC code that can be ENTER'd into BASIC XL and lightly modified for use. Allows the user to choose to load the segmented file into the memory specified by the file. Note that while this can load multiple segments it is intended for simple routines. Multiple segments will be consolidated into one range from the minimum/starting address to the maximum/ending address. Allows the user to choose to load the file directly into memory without reading any segment addresses. In this case the user will be prompted to specify a starting address for loading the data. Accepts the user's choice of output as DATA statements or string assignments. In the case of DATA statements the user can choose if the data will be in Hex or Decimal. The user may choose (within reason) the minimum and maximum number of values that will be output in a single line. The user may choose the starting line number and line increment. The program prints the BASIC statements to the screen and the output file at the same time providing the user visual feedback of the file output. Note that for the string representation there are two binary values that cannot be directly expressed in the string. The first is $02 which is the internal code for the the double quote character (ATASCII 34). The other is value $DB which is the internal code for the end of line character (ATASCII 155). The program substitutes a blank space for both of these values and remembers the position of the data in the string. After writing the string assignments the program will then output DATA statements listing the position of the problem characters within the string. This is expressed using BASIC's string position assignment values where the first character is position (1), not (0). It is up to the programmer to utilize the list to correctly update the data in the string. Here are a few, lovely pictures of the program in operation: Input entry of a program to output as a string: Here is the actual string output. This program has an embedded double quote character (binary $02) at position 8 in the string. Input entry of a program to output as Data: Here is the resulting output: The Good The Bad And the Ugly... The input handling is merely fairly decent, and not completely bullet resistant. When it asks for input from the user it pretty much needs actual input. Hitting RETURN by itself is a reliable way to break the program. The output is designed to fit the wider range of possibilities that BASIC XL permits. Using the program's output for regular Atari BASIC requires some tweaks: the command statements need to be changed to all upper case (i.e. "DATA" not "Data"), and the Hex format for Data statements cannot be used. The quotes and end of line position lists are always generated in hexadecimal. (Oops. Well, BASIC XL, you know.) The program has a lot of comments which could free up a lot of space when deleted. There are certainly redundant things going on in the code which could be optimized, and probably stupid, ugly misuse of TRAP. (So, you have fun with that, OK? Let me know how it goes.) The BIN2DATA.BXL Program: 1000 Rem SAVE "H1:BIN2DATA.BXL"1005 Rem1010 Rem BY KEN JENNINGS1015 Rem1020 Rem READ A BINARY DOS OR MAC/651025 Rem OBJECT FILE INTO MEMORY THEN1030 Rem OUTPUT THE BYTES AS BASIC1035 Rem DATA STATEMENTS OR STRING1040 Rem ASSIGNMENT.1045 Rem1050 Rem THE LOADER CAN HANDLE MULTI-1055 Rem SEGMENT FILES, BUT THIS IS1060 Rem ONLY TO COMPENSATE FOR1065 Rem MAC/65s PROPENSITY TO MAKE1070 Rem SEGMENTS WHEN NOT NEEDED.1075 Rem1080 Rem MULTIPLE SEGMENTS WILL BE1085 Rem CONSOLIDATED TO ONE, ALL-1090 Rem ENCOMPASSING START AND END1095 Rem ADDRESS. THIS MEANS A 1100 Rem PROGRAM WITH SEPARATED1105 Rem SEGMENTS MAY HAVE TONS OF1110 Rem USELESS MEMORY INCLUDED.1115 Rem1120 Rem THIS IS REALLY MEANT FOR1125 Rem SHORT MACHINE LANGUAGE1130 Rem ROUTINES THAT BASIC WILL CALL1135 Rem VIA USR().1140 Rem1145 Rem FOR SAFETY THE PROGRAM WILL1150 Rem LIMIT ADDRESSES TO PAGE 6,1155 Rem OR ADDRESSES BEWEEN THE END1160 Rem OF BASIC PROGRAM MEMORY AND1165 Rem THE START OF THE CURRENT1170 Rem DISPLAY LIST.1175 Rem1180 Fast1185 Graphics 0:Poke 82,0:Poke 710,01190 ? "Convert DOS or MAC/65 binary/object"1195 ? "file into BASIC Data or string."1200 Dim I$(20),Infile$(12),Outfile$(12),File$(12)1205 Dim H$(5),Hx$(32),W$(6)1210 Maxqe=256:Ql=0:El=01215 Dim Qlist$(Maxqe,2),Elist$(Maxqe,2)1220 W$="What?"1225 Rem1230 Rem FILENAMES1235 Rem1240 ? :Input "Enter file name to read: ",Infile$1245 ? :Input "Enter file name to write: ",Outfile$1250 Rem1255 Rem PROCESS BIN FILE ADDRESS INFORMATION?1260 Rem1265 ? :Input "Ignore address structures (Y/N): ",I$1270 Ignadd=Find("NnYy",I$(1,1),0)1275 If Ignadd=0 Then ? W$:Goto 12651280 Ignadd=Int((Ignadd+1)/2)1285 If Ignadd=2:Rem GET START ADDR1290 Rem1295 Rem STARTING ADDRESS IF LOADING1300 Rem DIRECTLY. LIMIT THIS TO1305 Rem SENSIBLY VALID ADDRESSES:1310 Rem PAGE 6 AND RAM AFTER THE1315 Rem PROGRAM IN MEMORY BEFORE1320 Rem THE DISPLAY LIST1325 Rem1330 ? :Input "Enter starting address (hex): ",H$1335 Gosub 2695:If Xaddr=0 Then ? W$:Goto 13301340 Ad=Xaddr:Gosub 2775:If Erradd>0 Then ? W$:Goto 13301345 Endif1350 Rem1355 Rem DUMP AS DATA STATEMENTS OR ATASCII STRING?1360 Rem1365 ? :Input "Output Data or String (D/S): ",I$1370 Ds=Find("DdSs",I$(1,1),0)1375 If Ds=0 Then ? W$:Goto 13651380 Ds=Int((Ds+1)/2)1385 Hd=1:Rem A DEFAULT FOR QUOTE/EOL LISTS1390 If Ds=1:Rem OUTPUT HEX OR DEC?1395 Rem1400 Rem DATA CAN BE HEX OR DECIMAL.1405 Rem1410 ? :Input "Output Hex or Decimal (H/D): ",I$1415 Hd=Find("HhDd",I$(1,1),0)1420 If Hd=0 Then ? W$:Goto 14101425 Hd=Int((Hd+1)/2)1430 Endif1435 Rem1440 Rem STARTING LINE NUMBER. BASIC1445 Rem ALLOWS LINES UP TO 32767, BUT1450 Rem TO BE REALISTIC THE STARTING1455 Rem LINE NUMBER SHOULD BE A LOT1460 Rem LESS THAN 32K. SO, THIS IS1465 Rem LIMITED TO 30000.1470 Rem1475 ? :Input "Starting line number: ",I$1480 If Len(I$)<1 Then ? W$:Goto 14751485 If I$(1,1)<"0" Or I$(1,1)>"9" Then ? W$:Goto 14751490 Sline=Val(I$)1495 If Sline>30000 Then ? W$:Goto 14751500 Rem1505 Rem LINE INCREMENT1510 Rem1515 ? :Input "Line increment (1-50): ",I$1520 If Len(I$)<1 Then ? W$:Goto 15151525 If I$(1,1)<"0" Or I$(1,1)>"9" Then ? W$:Goto 15151530 Iline=Val(I$)1535 If Iline>50 Or Iline<1 Then ? W$:Goto 15151540 Rem1545 Rem DATA ITEMS PER LINE. ALLOW1550 Rem MORE DATA FOR STRINGS.1555 Rem1560 ? "Bytes per line (";1565 If Ds=1:? "4";:Else "16";:Endif1570 ? " to ";1575 If Ds=1:? "24";:Else "96";:Endif1580 Input "): ",I$1585 If Len(I$)<1 Then ? W$:Goto 15601590 If I$(1,1)<"0" Or I$(1,1)>"9" Then ? W$:Goto 15601595 Bline=Val(I$)1600 If (Ds=1 And (Bline<4 Or Bline>24)) Or (Ds=2 And (Bline<16 Or Bline>96)) Then ? W$:Goto 15601605 ?1610 Rem1615 Rem INIT THE READING VARS1620 Rem1625 Zstart=$ffff:Rem THE ABSOLUTE STARTING ADDRESS1630 Zend=$00:Rem THE ABSOLUTE END ADDRESS1635 Tstart=$ffff:Rem TEMPORARY START1640 Tend=$00:Rem TEMPORARY END.1645 Rem1650 Rem OPEN THE FILE TO READ1655 Rem1660 File$=Infile$1665 Trap 2970:Open #2,4,0,Infile$1670 Rem1675 Rem READING DATA1680 Rem1685 If Ignadd=2 Then Goto 1825:Rem STRAIGHT FILE READ1690 Rem1695 Rem READING SEGMENTED FILE 1700 Rem1705 Trap 30401710 Lb=-1:Hb=-1:Tstart=$ffff:Tend=$001715 Get #2,Lb:Get #2,Hb1720 If Lb=$ff And Hb=$ff Then Goto 17101725 If Tstart=$ffff Then Tstart=Hb*256+Lb:Goto 17151730 Tend=Hb*256+Lb1735 Ad=Tstart:Gosub 2770:Eads=Erradd1740 Ad=Tend:Gosub 2770:Eade=Erradd1745 Rem IF BAD ADDRESS THEN EXIT...1750 If Eads>0 Or Eade>0 Then Goto 31201755 Rem REDETERMINE MIN/START, MAX/END ADDRESS1760 If Tstart<Zstart Then Zstart=Tstart1765 If Tend>Zend Then Zend=Tend1770 Rem SEGMENT READ, POKE AT START1775 Trap 30051780 Get #2,Ch1785 Poke Tstart,Ch1790 If Tstart=Tend Then Goto 1695:Rem BLOCK DONE1795 Tstart=Tstart+11800 Goto 17751805 Rem1810 Rem STRAIGHT FILE READ1815 Rem UNKNOWN SIZE, POKE AT END1820 Rem1825 Tstart=Xaddr:Tend=Xaddr-11830 Trap 3085:Rem EXPECT EOF1835 Get #2,Ch1840 Tend=Tend+11845 Ad=Tend:Gosub 27751850 If Erradd>0 Then Goto 3120:Rem ABORT1855 Poke Tend,Ch1860 Goto 18351865 Zstart=Tstart:Zend=Tend1870 Rem1875 Rem IF DATA WAS READ, OUTPUT BYTES...1880 Rem1885 Close #21890 If Zstart>Zend:Rem NO ADDRESS RANGE1895 ? "No addresses set from file"1900 End1905 Endif1910 Rem1915 Rem OUTPUT FILE...1920 Rem1925 File$=Outfile$1930 Trap 2970:Open #2,8,0,Outfile$1935 Trap 32151940 Rem1945 Rem OUTPUT BYTES.1950 Rem1955 Sep=1:Byte=01960 Rem1965 Rem DESCRIPTIVE COMMENT FOR THE FORGETFUL1970 Rem1975 ? Sline;" Rem ";Infile$1980 ? #2;Sline;" Rem ";Infile$1985 Sline=Sline+Iline1990 Ch=Zend-Zstart+11995 ? Sline;" Rem Size = ";2000 ? #2;Sline;" Rem Size = ";:Gosub 31502005 Sline=Sline+Iline2010 Ch=Zstart2015 ? Sline;" Rem Start = ";2020 ? #2:? #2;Sline;" Rem Start = ";:Gosub 31502025 Sline=Sline+Iline2030 Ch=Zend2035 ? Sline;" Rem End = ";2040 ? #2:? #2;Sline;" Rem End = ";:Gosub 31502045 Sline=Sline+Iline2050 ? #22055 Rem2060 Rem REAL DATA OUT...2065 Rem2070 While Zstart<=Zend2075 Rem NEW LINE SEPARATION2080 If Sep=1:Rem NEW LINE2085 ? Sline;" ";2090 ? #2;Sline;" ";2095 Sline=Sline+Iline2100 If Ds=1:Rem BASIC DATA2105 ? "Data ";2110 ? #2;"Data ";2115 Else :Rem OUTPUT STRING2120 ? "A$";2125 ? #2;"A$";2130 If Byte>0:Rem STRING CONTINUATION2135 ? "(";Byte+1;")";2140 ? #2;"(";Byte+1;")";2145 Endif2150 ? "=";Chr$(34);2155 ? #2;"=";Chr$(34);2160 Endif2165 Endif2170 Rem BETWEEN DATA2175 If Sep=0 And Ds=1:Rem NOT END OF LINE2180 ? ",";2185 ? #2;",";2190 Endif2195 Rem NOW GET DATA TO OUTPUT2200 Ch=Peek(Zstart)2205 Rem DATA OR STRING?2210 If Ds=1:Rem DATA2215 Gosub 3150:Rem DEX OR DEC OUTPUT?2220 Else :Rem STRING2225 Gosub 2915:Rem CONVERT BYTE TO CHR$2230 Gosub 2810:Rem CHECK FOR SUBSTITUTION2235 If Subqe=1:Rem QUOTE OR EOL2240 ? " ";2245 ? #2;" ";2250 Else :Rem NOT SUBSTITUTED2255 ? Chr$(27);Chr$(Chs);:Rem CONVERTED FROM CH2260 ? #2;Chr$(Chs);2265 Endif2270 Endif2275 Rem COUNT THE BYTE OUTPUT2280 Rem AND DETERMINE END OF LINE2285 Byte=Byte+1:Sep=02290 If Byte/Bline=Int(Byte/Bline):Rem BREAK LINE2295 Sep=12300 Endif2305 Zstart=Zstart+12310 If Sep=1 Or Zstart>Zend:Rem END OF LINE OR END OF DATA2315 If Ds=2:Rem END OF DATA FOR STRING2320 ? Chr$($22)2325 ? #2;Chr$($22)2330 Else :Rem DATA2335 ? #22340 Endif2345 Endif2350 Endwhile2355 Rem2360 Rem OUTPUT QUOTE AND EOL LISTS2365 Rem2370 If Ql>0:Rem OUTPUT QUOTE LIST2375 ? Sline;" Rem Embedded quote list"2380 ? #2:? #2;Sline;" Rem Embedded quote list"2385 Sline=Sline+Iline2390 Sep=1:Byte=02395 I=12400 While I<=Ql2405 If Sep=1:Rem NEW LINE2410 ? Sline;" Data ";2415 ? #2;Sline;" Data ";2420 Sline=Sline+Iline2425 Endif2430 If Sep=0:Rem BETWEEN DATA2435 ? ",";2440 ? #2;",";2445 Endif2450 Ch=Dpeek(Adr(Qlist$(I;)))2455 Gosub 3150:Rem OUTPUT CH2460 Sep=02465 If I&$fff8=I Then Sep=12470 I=I+12475 Endwhile2480 Endif2485 Rem2490 If El>0:Rem OUTPUT EOL LIST2495 ? Sline;" Rem Embedded EOL list"2500 ? #2:? #2;Sline;" Rem Embedded EOL list"2505 Sline=Sline+Iline2510 Sep=1:Byte=02515 I=12520 While I<=El2525 If Sep=1:Rem NEW LINE2530 ? Sline;" Data ";2535 ? #2;Sline;" Data ";2540 Sline=Sline+Iline2545 Endif2550 If Sep=0:Rem BETWEEN DATA2555 ? ",";2560 ? #2;",";2565 Endif2570 Ch=Dpeek(Adr(Elist$(I;)))2575 Gosub 3150:Rem OUTPUT CH2580 Sep=02585 If I&$fff8=I Then Sep=12590 I=I+12595 Endwhile2600 Endif2605 ? #22610 Close #2:Trap 400002615 End2620 Rem2625 Rem REPORT LAST ERROR2630 Rem2635 ? "Error ";Err(0);" at line ";Err(1)2640 Return2645 Rem2650 Rem REPORT LAST ADDRESSES2655 Rem2660 ? "Start: $";Hex$(Tstart);"/";Tstart2665 ? " End: $";Hex$(Tend);"/";Tend:?2670 Return2675 Rem2680 Rem SUBROUTINE CONVERT HEX2685 Rem STRING TO NUMERIC VALUE.2690 Rem2695 Hx$="0123456789ABCDEFabcdef"2700 Xaddr=02705 If Len(H$)<1 Then Return2710 If H$(1,1)="$" And Len(H$)>1 Then H$(1)=H$(2):Goto 27052715 If H$(1,1)="$" Then Return2720 For X=1 To Len(H$)2725 B=Find(Hx$,H$(X,X),0)2730 If B=0 Then Xaddr=0:Return2735 If B>16 Then B=B-62740 Xaddr=Xaddr*16+(B-1)2745 Next X2750 Return2755 Rem2760 Rem ADDRESS RANGE CHECK2765 Rem2770 Erradd=02775 If (Ad<Dpeek($0e) And (Ad<$0600 Or Ad>$06ff)) Or Ad>=Dpeek($0230) Then Erradd=12780 Return2785 Rem2790 Rem CANNOT EMBED QUOTE OR EOL2795 Rem IN STRING, SO TRACK FOR2800 Rem DATA OUTPUT LATER.2805 Rem2810 Subqe=02815 If Ch=2:Rem BYTE 2 = CHR$($22) = QUOTE2820 If Ql>=Maxqe:Rem TOO MANY2825 ? "Too many embedded quotes ($02=$22)."2830 End2835 Endif2840 Ql=Ql+1:Subqe=12845 Dpoke Adr(Qlist$(Ql;)),Byte+12850 Endif2855 If Ch=$db:Rem BYTE $DB = CHR$($9B) = EOL2860 If El>=Maxqe:Rem TOO MANY2865 ? "Too many embedded End Of Lines ($DB=$9B)."2870 End2875 Endif2880 El=El+1:Subqe=12885 Dpoke Adr(Elist$(El;)),Byte+12890 Endif2895 Return2900 Rem2905 Rem CONVERT CH BYTE TO CHR$2910 Rem2915 Chs=Ch:Chi=Ch&$7f2920 If Chi>=$00 And Chi<=$3f:Rem ++ $202925 Chs=Chs+$202930 Endif2935 If Chi>=$40 And Chi<=$5f:Rem -- $402940 Chs=Chs-$402945 Endif2950 Return2955 Rem2960 Rem FILE OPEN ERROR2965 Rem2970 ? "Failed to open file: ";File$2975 Gosub 26352980 End2985 Rem2990 Rem ERROR DURING SEGMENT DATA2995 Rem IS NOT ALLOWED3000 Rem3005 ? "Error Reading Segment Data"3010 Gosub 2635:Gosub 26603015 End3020 Rem3025 Rem ERROR DURING SEGMENT ADDRESSES3030 Rem3035 Rem EOF MAY MEAN END OF SEGMENT3040 If Err(0)=136 Then Goto 18853045 Rem NOT EOF IS BAD(DER)3050 ? "Error Reading Segment Header"3055 Gosub 2635:Gosub 26603060 End3065 Rem3070 Rem ERROR DURING REGULAR FILE3075 Rem3080 Rem EOF MEANS END OF FILE3085 If Err(0)=136 Then Goto 18653090 ? "Error reading data"3095 Gosub 2635:Gosub 26603100 End3105 Rem3110 Rem ADDRESS RANGE ERROR3115 Rem3120 ? "Address Range Error During I/O":?3125 Gosub 26603130 End3135 Rem3140 Rem OUTPUT CH AS HEX OR DEC3145 Rem3150 If Hd=1:Rem HEX OR DEC3155 B$=Hex$(Ch)3160 If Ch<=$ff Then B$=B$(3)3165 ? "$";B$;3170 ? #2;"$";B$;3175 Else :Rem DEC3180 ? Ch;3185 ? #2;Ch;3190 Endif3195 Return3200 Rem3205 Rem FILE WRITE ERROR3210 Rem3215 ? "Failed to write file: ";File$3220 Gosub 26353225 End
  13. From the album: Hardware

    Not mine. This is Dan Kramer's legendary custom 3-Fire Button Trak-Ball Controller built in Atari Inc's Consumer Engineering Division. This was used for playing the in-house "3-Base Missile Command" game for Atari 8-bit computers. Dan and others built several custom Trak-Balls there that weren't meant for the public. This one was unveiled at the 2015 Davis Atari Party.
  14. From the album: My items

    Show your love of Atari Computers

    © Terry K Ross, 2015

  15. Here I've got the Atari Corp. variation (1987 Copyright) of Defender for Atari 8-bit computers. It was sold to me as "new" but the top of the seal had a cut in it so I took out the contents to show you all. Don't think there are too many of the Atari Corp. small box version laying around. $30 OBO with free shipping. Please see the provided pics for exact condition and shoot me a PM if interested in discussing further. Thanks!
  16. I'm selling new 6-foot joystick extension cables for use with anything that uses DB9 connected joysticks / controllers, including Atari 2600, 7800, 8-bit computers, Colecovision, Genesis, Commodore VIC and 64, Atari ST, etc. $6.50 each ($12 / pair) + shipping. PayPal accepted for payment. PM with shipping address if interested and I'll send you a total. Thanks!
  17. Okay so, I have still after months had NO luck finding a single image of the cover of this game for Atari 8 Bit computers. Copter Chase specifically. The other seemingly non-existant one is Hazard, an Atari 400/800 8 bit cassette from the company "Artworx" both of which are CIB, Copter Chase is in fact Sealed. Does anyone else have ANY INFORMATION on rarity or value at all? So the two are Hazard - Atari 8 bit Cassette Tape by "Artworx" (CIB/NIB) and Copter Chase - Atari 8 Bit Disk Sealed
  18. This is a rare bird indeed. I picked this up along with a few other fellow atariagers many years ago from a cable company that was selling off old gear. This unit was used to create the TV Guide station for the cable company, it has a special cart designed to do just that purpose. I would rather let the pictures speak for themselves and then folks can ask questions In the photos you will notice a screen shot of th custom cart software i comes with, but I also used my Atari Multi Cart to show that it can indeed play regular games. This does NOT come with the A/V cable I used to get the video feed to my monitor. The custom video setup is BNC/RF/COAX I guess, I don't know much about it but the BNC connector for video out is a broadcast industry standard from back in the day before digital. there is also some crazy thing plugged in to the peripheral port and custom cartridge uses both the cart & expansion ports to plug in. Be ware you do NOT get my a/v cable or any controllers, just what you see in the photos that is built in to the blue rack box which you can unscrew three screws and take the cover off very easily. this is heavy. 25Lbs and is gonna fit into a box that is roughly 24x20x6 I would like to get about $350 $200 + ship for this considering how unusual it is and how it has all these cool modifications for the power supply, video and peripheral port. what you see is what you get, please ask many questions, make reasonable offers, yadda yadda. remember, no a/v cable, controller or my flash cart is included, just what is built into the box, you of course get the very unique custom software which has two nice chips on it. I will add a closeup of that cart later
  19. Prices do not include postage, COUSA only please, PM if interested, first come first served, open to negotiation Loose Games: 4 PC Games 2$ + postage, disc condition varies, all should run, take them all or take none C&C Generals C&C Tiberian Sun Mega Race (win 3x) Where in the world is Carmen Sandiego (win 3x) PC BIG BOXED Games: Battle Chess, windows 3.x version NOT THE MS DOS VERSION, actually works in windows 7, but lacks sound when windows is ran in protected mode, which it pretty much has since the 386 days 5$ + postage PENDING Rise of Nations Gold edition (400mhz cpu required, heh) 2$ + postage Systems: SONY PSP 1001 "PHAT" + Custom Firmware + 4 gig memory stick + GTA Chinatown Wars 25$ + postage: This is my old war horse, problem is it would cost me more to bring it back to like new condition than it is worth, Issues are... Faceplate has several light scratches, and a couple big ones, one in perticular counts as a gouge Analog Stick needs to be replaced, it works but will often pull up and to the left, even when centered. Battery is gone, and I dont have the original battery cover, I have the cover which came with an X2 battery which sticks out the back Wifi switch is broken and gone, but I jumpered it so wifi is on 24/7 Thanks for looking
  20. I have for sale some Atari 8-bit carts and one disk based game - items are exactly as photos below Prices: Space Invaders - was £8 now £6 Caverns of Mars - was £9 now £7 SOLD >> DJMat Pacman - was £9 now £7 Star Raiders - was £9 now £7 Gyruss - was £9 now £7 SOLD >> DJMat River Rescue - was £7 now £5 SOLD >> DJMat Basic - was £8 now £6 Donkey Kong - £4 Choplifter - was £10 now £8 SOLD >> DJMat Master Type - was £9 now £7 SOLD >> DJMat ***NB Items advertised elsewhere*** All items include UK postage International buyers additional shipping will be added to the above will consider serious offers
  21. Item is sold. I am offering a duplicate boxed Atari PAL XEGS. The system is boxed with complete styrofoam inserts but the cardboard is a bit tattered and the lid is loose. You won't be able to restore this to "mint from shop" condition but all the box art is well readable. Included are: Main unit Keyboard (see note below) Lightgun Flight Simulator II & Bug Hunt carts PSU (220V, Euro plug) RF cable NOT included: manual(s) XEGS Joystick It's seems to be a German system not having been tampered with as the German "opening voids warranty" stickers on both keyboard and main unit are still complete. The keyboard is standard QWERTY anyhow. There is no perceptible yellowing on all components. I have tested the system with an LCD TV using composite video. Missile Command, Bug Hunt and FSII work, as does the internal self test. I have tested the joystick port with another joystick and found it OK, too. NOTE: the keyboard needs servicing as about 2/3s of keys do not register correctly. I assume this to be the keyboard mylar (which is available from BEST, as are new keyboards) but lack the time to try repairs now - will have to try if it doesn't sell - the keyboard self test works perfectly with my other XEGS keyboard. Asking EUR 80 / USD 90 plus shipping for complete system, will consider offers. Accepting PayPal or SEPA bank transfer. Will ship worldwide from Vienna at postal rates in protective outer box. For most of Europe shipping is 20 EUR, within Austria it's 8 EUR.
  22. I am looking for the Miner 2049er map/poster that came with the Atari 800 game. It may also have come with the Atari 5200 and Commodore 64 versions of the game, but I'm not sure. I used to have this poster, which came with my personal copy of Miner 2049er, but I guess its considered pretty rare now. I sold my game with its poster in the early-to-mid 2000s. I found some pictures (not scans) of the Miner 2049er poster that I'm talking about on the miner2049er.net website. Here is a thumbnail and link to the full, but low-res, poster: http://www.miner2049er.net/wp-content/gallery/bbsba8/img_6816.jpg Here is a thumbnail and link to a close-up of the poster: http://www.miner2049er.net/wp-content/gallery/bbsba8/img_6817.jpg The artwork for the Miner 2049er poster is fantastic. I have looked for a hi-res scan of it that I could get printed as a poster for my office wall. Does anyone know if there is a high-res scan (300dpi or better) scan that I could print at about 20 inches tall? Adam
  23. I have the following Antics extra. Will send any or all for cost of shipping. vol; issues 2; 11 3; 1,4,6,8,9,11,12 4; 1,2,5,6,9,11,12 5; 1 to 12 (all of volume 5) 6; 1 to 9 7; 1,3,4,5,6,7,8,9,10,12 8; 1,2,5,6 9; 1 all 51 magazines weigh 25 lbs. email [email protected] or respond here in private message.
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