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Found 12 results

  1. My friend has found an incredible treasure of 8 bit disks from the old Atari 8 Bit libray from our club in Kitchener, Ontario, Canada, in it are some disks from KWEST, some disks from TAF, and they were all stred inside an Indus GT case so they are in extremely good condition, don't yet know if they are readable. If some kind soul near by can send me a 5.25 inch drive for my old PC , (maybe my friend Don has one , but with my Windows 98 machine and a 5.25 inch drive I can back them all up with Omniflop and get them out in the community. Pleas if somene has an old 5.25 inch drive tat they are not using PM me and let me know if you want to part with it. Thank from the bottom of my heart, Russ Campbell
  2. TRITONE (advanced beeper engine) is comming... played on GTIA: http://atari.pl/droid.mp3 http://atari.pl/ixerion.mp3 converter from .xm 2 GTIA soon
  3. I was wondering if anyone might know some specific details about the PAL GTIA. The data sheets that are out in the wild seem only to cover NTSC. Here are my questions: From the schematics of various Ataris, it appears that the PAL pin acts as an input (?) for the PAL color carrier frequency line. Is this right? From my understanding, PAL switches color polarity every line and indicates this via changing the polarity of the color burst. Does the PAL GTIA do this? Does this manifest as every other line having inverted hue (i.e. 15-hue), or shifted hue (i.e. 7+hue%15), or what? Is the PAL color palette really substantially different from NTSC? On NTSC systems, the color clock (one gr.7 or 15 pixel) is 279.4 nS long. For color pixels (hue != 0), the COLOR line goes low at one of fifteen possible times, and the delta between each possible color can be (depending on the CADJ voltage level) anywhere between 16 to 35 nS (that's according to the various data sheets; though only values on or slightly below 18.6 nS would make for "correct" color output, as anything beyond that would result in higher color values bumping into the next pixel). On PAL systems, how does this timing work? Is it relative to the color carrier (PAL line?), or OSC like NTSC? If it's relative to the color carrier, does that mean the possible delay values are much shorter than 16-35 nS? Does anyone have any real-world timing measurements for PAL GTIA, or know of a PAL GTIA data sheet? Thanks in advance...
  4. Use Beepola (PC Tracker-like editor) http://atarionline.pl/v01/index.php?subaction=showfull&id=1390392565&archive=&start_from=0&ucat=1&ct=nowinki
  5. http://www.youtube.com/watch?v=_SPIG-pi4Ro&feature=youtu.be Gtia 1-bit Music 0:00-2:20 - Atascii (FastTracker > LyndonSharp Engine) 2:20-4:05 - Atascii ii (FastTracker > LyndonSharp Engine) 4:05-5:00 - Hurry! (1Tracker > LyndonSharp Engine) stuff: http://www.un8bg.com/stuff/g2012p1.atr http://www.un8bg.com/stuff/g2012p2.atr
  6. MusicStudio Engine for GTIA (source code) opt h+l+o+ gractl equ $d01d consol equ $d01f skctl equ $d20f dmactl equ $d400 nmien equ $d40e S_REG equ $f0 speed equ $f1 _channel equ $f2 ; 4 byte org $2000 run_adr sei lda #$00 sta nmien sta gractl sta dmactl music_studio_stack tsx stx S_REG ldx #$03 _lch lda _ch1,x sta _channel,x dex bpl _lch _loop lda skctl and #$04 bne _cont ldx S_REG txs rts _cont ldx #$00 _load lda (_channel,x) bpl _80_1 lda _ch1,x sta _channel,x lda _ch1+1,x sta _channel+1,x lda (_channel,x) _80_1 inc _channel,x bne _80_2 inc _channel+1,x _80_2 tay lda _nuty,y pha pha pha sec sbc #$01 pha beq _80_en1 lda #$08 _80_en1 pha lda #$00 pha txa eor #%10 tax bne _load tay ; =0 lda music_speed sta speed _iloop tsx _2kolej lda $0101,x sta consol dec $0105,x bne _2kl eor $0102,x sta $0101,x lda $0106,x sta $0105,x lda $0104,x cmp #$20 bcs _2kl inc $0106,x _2kl dec $0103,x bne _2kn lda $0101,x eor $0102,x sta $0101,x lda $0106,x sta $0103,x dec $0103,x _2kn txa ;clc ; too slow, replace with sbx ;adc #$06 ;tax sbx #$100-$06 ; +6 cpx S_REG bne _2kolej dey bne _iloop dec speed bne _iloop txs jmp _loop _nuty .byte $FF,$F0,$E3,$D7,$CB,$C0,$B4,$AB .byte $A1,$97,$90,$88,$80,$79,$72,$6C .byte $66,$60,$5B,$56,$51,$4C,$48,$44 .byte $40,$3D,$39,$36,$33,$30,$2D,$2B .byte $28,$26,$24,$22,$20,$1E,$1C,$1B .byte $19,$18,$17,$15,$14,$13,$12,$11 .byte $10,$01 music_speed .byte $0f _ch1 .word kanal1 _ch2 .word kanal2 kanal1 .byte $00,$0C,$00,$0C,$00,$0C,$00,$0C .byte $08,$14,$08,$14,$05,$11,$05,$11 .byte $00,$0C,$00,$0C,$00,$0C,$00,$0C .byte $08,$14,$08,$14,$05,$11,$05,$07 .byte $00,$0C,$00,$0C,$00,$0C,$00,$0C .byte $08,$14,$08,$14,$05,$11,$05,$07 .byte $00,$0C,$00,$0C,$00,$0C,$00,$0C .byte $08,$14,$08,$14,$05,$11,$05,$07 .byte $00,$0C,$25,$0C,$00,$0C,$25,$0C .byte $03,$0F,$25,$0F,$03,$0F,$25,$25 .byte $08,$14,$25,$14,$08,$14,$25,$14 .byte $05,$11,$25,$11,$05,$11,$25,$25 .byte $00,$0C,$25,$0C,$00,$0C,$00,$0C .byte $03,$0F,$25,$0F,$03,$0F,$25,$0F .byte $08,$14,$25,$14,$08,$14,$25,$14 .byte $05,$11,$25,$11,$07,$25,$25,$25 .byte $03,$0F,$25,$0F,$03,$0F,$25,$0F .byte $05,$11,$25,$11,$05,$11,$25,$25 .byte $00,$0C,$25,$0C,$00,$0C,$25,$0C .byte $0A,$16,$25,$16,$0A,$25,$0A,$25 .byte $03,$0F,$25,$0F,$03,$0F,$25,$25 .byte $05,$11,$25,$11,$05,$11,$25,$25 .byte $00,$0C,$25,$0C,$00,$0C,$25,$0C .byte $0A,$16,$25,$16,$0A,$25,$0A,$25 .byte $00,$0C,$25,$0C,$00,$0C,$25,$0C .byte $00,$0C,$25,$0C,$07,$05,$25,$25 .byte $00,$0C,$25,$0C,$00,$0C,$25,$0C .byte $00,$0C,$25,$0C,$07,$25,$03,$25 .byte $30,$30,$31,$30,$30,$31,$2D,$2D .byte $31,$2B,$2B,$31,$27,$31,$27,$31 .byte $30,$30,$30,$30,$30,$30,$2D,$2D .byte $2D,$2A,$2A,$2A,$27,$27,$27,$27 .byte $18,$1F,$18,$1D,$1F,$18,$22,$1F .byte $18,$1D,$1F,$18,$24,$1F,$22,$24 .byte $18,$1F,$22,$1D,$1F,$18,$22,$1F .byte $18,$1D,$1B,$1F,$1A,$1D,$16,$1A .byte $18,$1F,$18,$1D,$1F,$18,$22,$1F .byte $18,$1D,$1F,$18,$24,$1F,$22,$24 .byte $18,$1F,$22,$1D,$1F,$18,$22,$1F .byte $18,$1D,$1B,$18,$1A,$1B,$16,$1A .byte $ff kanal2 .byte $00,$0C,$00,$0C,$00,$0C,$00,$0C .byte $08,$14,$08,$14,$05,$11,$05,$11 .byte $00,$0C,$00,$0C,$00,$0C,$00,$0C .byte $08,$14,$08,$14,$05,$11,$05,$07 .byte $00,$0C,$25,$0C,$00,$0C,$25,$0C .byte $08,$14,$25,$14,$05,$11,$25,$25 .byte $00,$0C,$25,$0C,$00,$0C,$25,$0C .byte $08,$14,$25,$14,$05,$25,$05,$25 .byte $1F,$0C,$1F,$0C,$1D,$1F,$00,$18 .byte $03,$18,$1B,$18,$03,$18,$1B,$18 .byte $1F,$14,$1F,$14,$1D,$1F,$08,$18 .byte $05,$18,$1B,$18,$1F,$1D,$1B,$1D .byte $1F,$0C,$1F,$0C,$1D,$1B,$25,$18 .byte $03,$18,$1B,$18,$03,$18,$1F,$18 .byte $1F,$14,$1F,$14,$1D,$1B,$08,$18 .byte $05,$18,$1B,$1D,$1F,$1D,$1B,$1A .byte $18,$0F,$18,$0F,$16,$18,$03,$13 .byte $05,$18,$1B,$1D,$1F,$1D,$1B,$1D .byte $18,$0C,$1A,$0C,$1B,$18,$00,$1F .byte $0A,$1D,$1B,$1D,$1F,$1D,$1B,$1D .byte $18,$0F,$18,$0F,$16,$18,$03,$13 .byte $05,$1D,$1B,$1D,$1F,$1D,$1B,$1A .byte $18,$0C,$18,$1A,$1B,$18,$00,$1F .byte $0A,$1F,$1D,$1B,$1D,$1B,$1A,$16 .byte $00,$0C,$00,$0C,$00,$0C,$00,$0C .byte $00,$0C,$00,$0C,$07,$05,$03,$05 .byte $00,$0C,$00,$0C,$00,$0C,$00,$0C .byte $00,$0C,$00,$0C,$07,$05,$03,$02 .byte $30,$30,$30,$30,$30,$30,$2D,$2D .byte $2D,$2B,$2B,$2A,$27,$27,$27,$27 .byte $30,$30,$31,$30,$30,$31,$2D,$2D .byte $31,$2A,$2A,$31,$27,$31,$27,$31 .byte $18,$1F,$31,$1D,$1F,$31,$22,$1F .byte $31,$1D,$1F,$31,$24,$31,$22,$31 .byte $18,$1F,$31,$1D,$1F,$31,$22,$1F .byte $31,$1D,$1B,$31,$1A,$31,$16,$31 .byte $18,$1F,$31,$1D,$1F,$31,$22,$1F .byte $31,$1D,$1F,$31,$24,$31,$22,$31 .byte $18,$1F,$31,$1D,$1F,$31,$22,$1F .byte $31,$1D,$1B,$31,$1A,$31,$16,$31 .byte $ff org $2e0 .word a(run_adr) music_studio_stack.obx
  7. New 1-bit GTIA player. 3-channels, samples (3-4KB LZ4 packed). http://atari.pl/stellar.mp3 music by MisterBEEP
  8. Hi, Let me present the new XXL's collection of tracks played by GTIA chip, called Beep'em All 5. It uses one of the newest 1-bit engines Phaser1 (in DIGI and SYNTH version). All the works from this collection were composed by Jredd with Beepola PC editor. Title screen was created by Odyn1ec, while the graphics of the "faces" synchronised with the music - by me There are 4096 different combinations of those “heads” and they were originally prepared for “Calamanis” game. The graphics had to be implemented in low-resolution mode (GR.3), otherwise sound quality would suffer. The controls (SPACE on the title screen - help): up / down - change of pace SPACE - DMA ON / OFF 1/2/3 - channels ON shift +1/2/3 - channels OFF ESC - return to the main screen “Beep'em All 5” can be downloaded from here code: Krzysztof "XXL" Dudek music: Trevin "Jredd" Hughes graphics: Odyn1ec, Adam Wachowski
  9. http://battleofthebits.org/arena/Entry/Baladinah+Monstra+2_+The+Robo+Party/11921/ and Atari GTIA version: http://atari.pl/zxbeep.wav zxbeep.xex
  10. I'm away from a real Atari 8-bit computer and a scope, so I was hoping someone in the know can help me with this. What I am seeking is the typical audio output (at maximum volume, peak-to-peak voltage) straight out of POKEY's 'AUDIO' pin-37 with a typical 1K pull-up resistor, and the same for GTIA's 'BELL' pin-15. Thank you in advance, - Michael
  11. Hi, as some may know, I played quite a while with the A8 graphics modes to achieve unexpected output (like http://atariage.com/forums/topic/124933-new-true-color-mode/#entry1510330 or http://atariage.com/forums/topic/134852-atari-v-commodore/page-220#entry1737525). I never liked interlace or the scan line grille of APAC, so since several years I tried to cope with the restrictions and tried various things. Finally I have a result which I find convincing. The format is nothing really new, just works like HIP without interlace and can be coloured (the profile image of member 'pirx' seems to use this principle already), but I created a converter which is very easy to use, and at least I'm not aware of a similar one. Since I haven't found any description of this format in conjunction with a name, I named it 'JAG' (Just Another Graphics-(format)). The creation process is half automatic and a conversion takes about two dozens of clicks (colour assignments), which can be performed in a minute. (I had a fully automatic process, but results are less convincing.) When compared to RastaConverter (BIG LIKE!), the only disadvantages are the lower resolution and on NTSC systems the images are not that colourful, but the advantages are: * CO2 friendly: conversion is question of minutes * no affinity to banding (but depending on mode/selection slightly scan line grille) * no use of PMGs (less memory and DMA load) (and usable in game scenarios (even with limited colour possibilities) * simple to save & load * simple code for depiction * ATM moderate DLI load: converter supports a single palette for the complete image (this is subject to change, which can improve output quality a lot - depending on the input image) * easier to use in animation scenarios (generation is more 'stable', since available colours can be distributed more freely) * more shades (currently only the obvious theoretical 144 (9*16) per image, in the future all 256) There are still bugs in the converter I need to fix (some are detectable in the images below), output has to be beautified (e.g. top colour border) and I have to write some instructions too, but hopefully next week I can release V1 (if there is demand?). Have fun and stay tuned...
  12. test version: http://atari.pl/veeblefetzer.mp3 http://atari.pl/veeblefetzer.xex about Phaser1: http://battleofthebits.org/lyceum/View/Phaser1
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