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Showing results for tags 'RAM'.
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This is a strange motherboard, runs for about two hours then locks up with video and audio random scrambles on the screen. When powered cycle it will run normally for another 1-2 hours. I tried swapping out the OS card, RAM, and POKEY with known working chips. The board was cleaned and so was the keyboard. Case was cleaned. A good candidate for retrobrite. It might be one electrolytic cap on the middle left of the main board that needs replacement. The keyboard port works, video port works, SIO port works, all the joystick ports work. Includes keyboard, power socket works. The electrolytc caps, and regulators on the power supply board were replaced and tested ok for voltages. Shipping from 98686 17lbs.
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So I got my father's Atari 800 out again recently, and tried to start figuring out just what upgrades he had done to it, and how they might be useful. He told me at one point, and this was something like 30 years ago, that he was trying to get the 800 so that it would work like an XL (I had the 800 XL). The OS board has had work done on it, and the #2 memory card has a switch. Using SysInfo, it shows a 1920K (!) Axlon RAM bank. Searching AtariAge last night, I couldn't find a way to get into that bank for testing it, but I was able to use a couple of ATR files off of my SIO2SD to get it to successfully create a RAM disk. But I still have no idea what the actual capacity is. Here are some photos. All cards in the Atari 800 with the top off. OS Board RAM from slot 1 RAM from slot 2, with physical switch
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Hello everyone, I bought my Atari 400 in February 1983. I thought it had been thrown out many years ago, but I recently found it in my mother's cupboards! I tried powering it up, but it won't work. I tried a known-good 16K RAM card from my old Atari 800 and Star Raiders plays fine. I remember spending every cent on upgrading the RAM from 16K to 48K back in '83, which worked fine up until I last used it, which was probably around 1989/90. The odd thing is that the motherboard needed no mod wires to make it work. I've looked at many threads on here and on other sites and all upgrade kits seem to have needed the 4 mod wires from the RAM connector to the ROM cartridge connector. My board is a 'Mapsoft' one, so I'm wondering if anyone else has seen one, and perhaps they can advise me as to how to go about troubleshooting faults on it. I've socketed every IC, and have replaced all 74LSxxx ICs, followed by the RAM ICs themselves. I substituted the Mostek 4564-20 ones for 4164-15 chips, which I'm told will work. The originals were 200mS, but the new ones are 150mS. All chips replaced are known-good and I've tried more than one of each just in case. I even tried the 4-wire mod in case I was going mad! Any help would be greatly appreciated. I have an oscillocope and a multimeter! Many thanks, Dave.
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I just opened my 600XL to install Antonia 4MB. AFAIK there is no other mod on the MB (a capacitor and a resistor are soldered to one pin of the UHF modulator). The Motherboard has a "Rev. A" stamped next to the joystick connectors and says CO 61677 7/1983 Rev X9B on the bottom). Do I have to attach EXTSEL if I want to use an Ultimate Cart with that machine? I want to use SIDE2? or is this only required if I use the old firmware (no Idea which one I have). I also read something about taking out the delay lines (CO60472) and shorting two pins of the socket. Is this required, optional, required in certain cases only? Thanks for your help! While the machine is open, is there anything else of use that can be modified to improve operation? The SIO2SD page mentions adding a resistor and removing capacitors from DATAIN/DATAOUT but doesn't name where they're located on a 600XL. (I do have a Rev. B UAV here but will try the stock video before deciding on an upgrade.)
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- Antonia 4MB
- 600XL
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Hello, coming over to Aquarius from other platforms. Just bought one with mini expander and I had some questions. 1) Is it possible to buy a 4K RAM park, take it apart, and replace the RAM IC with a larger size to get a 16/32K upgrade? 2) Haven't come across any internal RAM MODs. Anyone try? 3) Other than the Composite MOD, any other MODs to check out? Think I saw an external keyboard MOD someplace. 4) Can you connect the MODEM to a modern computer over serial to transfer files? Or are we stuck with just the tape interface? 5) Link for making a tape interface cable available? Any other tips? Thanks, Carlos
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I have 4 Original Xboxs, 2 have K4D263238F-QC50 ram chips and 2 have K4D263238M-QC50. I can get better deal on the "F" ram..Are they interchangeable? meaning can I install the "F" chips on the xbox's with the "M" ram?
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Hello everyone, I'm relatively new to bB, but am developing a DPC+ game. Upon compiling, my free RAM is 0, and any additional work with variables is halted because of this. My code is messy, but contains a procedurally generated playfield and nine sprites. I haven't yet used all the variables a-z. (I'm up to about q right now.) Are there general practices that would help free up RAM, such as fewer variables, fewer sprites, etc.? I'm just not sure what I can free up in the standard RAM (and perhaps push into the stack?). Thanks very much for any advice!
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I have new old stock RAM for the 400. Manufactured byIntec Peripherals Corp. I have several and going to keep a few for my system but figured someone here would enjoy and have a need for it. Pay actual shipping and maybe original cost or trade.
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So as I've mentioned in my "ST Gaming" thread, I recently picked up a 1040STe that is new in the box and bone stock. What I'm wondering is: -What should I do to it? -Why? -And where do I get the part/mod? I have heard "upgrade the RAM" okay great where can I get that. I have seen the "ultrasatan" drive on ebay, what is that for? I have heard whispers of a processor upgrade, does anyone do that stateside? There are several local good computer shops, so if I get the parts I'm sure I can have stuff done locally. Thanks, and appreciate the input! Looking forward to souping up my ST and having all sorts of fun with it!!
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From the album: Repairing TI 99/4A
Finally all the 4116 chips are in their new socket. -
From the album: Repairing TI 99/4A
An image of my TI 99/4A motherboard soon after I pulled the 8 VDP RAM chips (TMS4116).© David Vella
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Looking for some games that don't require too much memory too run. I have a 600XL and no RAM upgrade for it yet, so just have the basic 16K. I found a version of Flappy Bird that was real good. Any ideas? Try searching basic programs in old magazines maybe? Thanks. -sirhempanite89
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MACROS Optimizing RAM space by overlay macros
Thomas Jentzsch posted a topic in Atari 2600 Programming
RAM is always pretty scarce on the 2600, so when developing something a bit more complex, you eventually find yourself running out of RAM space. To overcome this, people have defined versatile temporary variable areas or gave the same RAM address different labels. This is not very convenient and error-prone. To overcome this, for Boulder Dash, Andrew Davie had developed some DASM macros, which allowed using a shared RAM overlay section for multiple purposes. During a current project I have reworked those macros and made them easier to use and much more versatile. These macros allow you define as many different overlay sections as you need. Also you can nest other overlay sections into an overlay section. And all this with just two simple macros, BEGIN_OVERLAY and END_OVERLAY. Those will take care of the memory requirements, output them and also help verifying that you use them correctly. Example: Imagine you write a game which consists out of two different scenarios. Both scenarios need their own variables for display and processing. Then you use the same overlay section twice, one for the 1st and one for the 2nd scenario. For both scenarios you can then define your variables freely inside the scenario's section. You just have to make sure that the labels are still unique (local namespaces would be cool, maybe later...). Also, in one scenario, you may have variables which are local to the kernel or to processing outside the kernel. Then you can define two nested overlays inside the overlay for that scenario, one for the kernel and one for processing. And so on... The macro code looks pretty complicated, but you do not have to understand it at all . Just have a look at the example at the end of the file. Then everything should become pretty clear (I hope). If you have any requests or ideas how to make RAM variable handling even more convenient (like namespaces) then please post your ideas here. overlay.zip -
Hello everybody, Recently I acquired an Atari 520 STFM (My first ST) whit the "rainbow" TOS (1.04?), and now I wanna upgrade the memory up to 1MB. I have some chips (HY514400A J-70) coming from an old memory module, but I don't know if they're compatible. Anyway, I appreciate some help to find a compatible (and cheap) chip to upgrade the computer. If help, my board look like this: Regard.
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A few questions regarding the Intellivision and memory... Are there any games/demos/ROMs available that use cartridge RAM? Is the RAM typically 16 bit? Are there any games/demos/ROMs available that use bankswitching? I know some of the "LTO" games do... are they still using a simple scheme, or is it a more complicated scheme? Are there any non-LTO games that use bankswitching? What is the method used? ... I'm just laying out the next version of my Intellivision game PCB, and adding an option for RAM (and thinking of utilizing the unused half of the ROM chip). Thanks in advance!
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Anyone out there got an atari 8-bit ram upgrade going begging? am looking for a solderless version if possible. ideally a Ram 320XL or similar
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After stocking my Atari800XL with new RAM that I had for my C64, I went on a search for some cross-references to find out what other IC's would work as a drop in replacement. I've used several of these types in various C64's (NOT the C64C) with complete success. If you find any errors or additions, please let me know! The 4164 RAM IC has been shown to work in the following computers - ---------------------------------------------------------------------------------------------------------------------------------- Apple IIe Apple IIc (Early - Mid production) — late models with 4464 chips, do not work with 4164's Apple Macintosh 128k Atari800XL C64 - (Early - Mid production) — late models with 4464 chips, do not work with 4164's (C64C) C128 - (Early - Mid production) — late models with 4464 chips, do not work with 4164's C PET (Replaces 4116's) - See note at bottom for modification? COCO 2 - (Early - Mid production) — late models with 4464 chips, do not work with 4164's ---------------------------------------------------------------------------------------------------------------------------------- 4164 64K x 1 DRAM Cross Reference: Fairchild - MB8264-15 Hitachi - HYB4164P2BD, HM4864 Micron - MT4264-25 Mitsubishi - M5K4164AP-15, M5K4164 ANP-10 Mostek - MK4564N-20 Motorola - MCM4164BP15, MCM6665BP20, MCM6665AP NEC - D4164C-2, D4164C-15, uPD 4164-1 Samsung - KM4164B-15 OKI - M3764A-15 Toshiba - TMS4164-15NL, TMS4164-20NL ---------------------------------------------------------------------------------------------------------------------------------- I also found some information on replacing 4116 RAM with 4164/4516 RAM. Here is the info from the C64 Wiki about replacing 4116 RAM with 4164 RAM (I'm not sure if the method is the same for the 4516 RAM): Some of the systems that use 4116 RAM are the Colecovision consoles, TI 99/4A computers, and some Williams arcade PCB's like - Defender, Joust, Robotron. How to use a 4164 chip instead the original 4116: Bend pin 1 und 8 upwards so they no longer go into the socket's connectors. Connect Pin 8 and 9 with one another through a short piece of wire. Make sure pin 1 and 8 are not in contact with any other components nearby. Insert the chip like this into the socket. If you need one of the 4164 chips, you can also use a 41256 instead. You have to solder a short piece of wire between pins 1 and 16 of that chip (these are the pins just left and right of the alignment notch on the chip). This mod will make the chip look just like a '64 chip to the system. ---------------------------------------------------------------------------------------------------------------------------------- PLEASE make sure to check my notes before you purchase or install these RAM IC's. It's always good to make double - sure! I hope this list helps you find the RAM that you need!
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Can someone confirm the correct specifications for the ColecoVision and the SG-1000? Both of these systems have varying specification listings on the web. However, as a ColecoVision owner since day one, I know its specs as: ColecoVision (1982) CPU: 8-bit Z80A (3.58MHz) RAM: 1 KB Video RAM: 16 KB Video Display Processor: Texas Instruments TMS9928A Colors: 16 Sprites: 32 Resolution: 256x192 pixels Sound: TI SN76489AN. Channels: 3-tone, 1-noise As for the SG-1000 (1983), I'm pretty sure it's the same. However, I see some reports claiming that the SG-1000 has 2 KB of RAM and 16 KB of VRAM. Others claim that it has 1 KB of RAM (like the CV). I tend to think the specs between the two machines are actually the same -- except for the system ROM and the memory maps.
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Hi Guys: Video of my unboxing of the 7800 dev RAM cart from CPUWIZ this is part one, once I get the joystick cable soldered I'll do part two. Bob https://www.youtube.com/watch?v=vYqu6b13rNU
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Adding a Marpet Xtra +8 RAM Upgrade to Mega ST
delvis posted a topic in Atari ST/TT/Falcon Computers
I recently started upgrading my Mega ST4. With the RAM upgrade it is now a Mega ST 12. I bought the RAM upgrade from Best Electronics, this is in addition to the IDE /TOS 2.06 board from Alan H. I added the Eiffel 3 and ordered the EtherNEC card. Will let you know how the RAM upgrade works out. -
(Before commencing: I'm looking for open ended advice on laying out memory as a whole subject, feel free to add your own ideas, even if not addressed by my questions. Perhaps this may become a good reference article) When assembly programming, I am sat there with a pen and paper, planning out how I am going to lay out the RAM for my program and all of it's data. Occasionally I rejig it, moving blocks around. Do any of you have a best practice which you apply when deciding how to lay out RAM? My Perl based build system is pretty good at the moment and I am toying with the idea of having a parseable .csv file to decide how to lay out memory. Has anyone else done this before? People mention that they switch out the OS for extra memory. 1) How? 2) What is the knock-on effect of this, do I have to rewrite OS routines such as PMG collision detection and anything else in high RAM? Is this more trouble than it is worth? 3) Any tips in general?
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I got a PAL 65XE with a 130XE motherboard with 4-bit-RAM, i.e. two empty RAM positions. Sorry if this has already been posted here but I can't seem to find instructions on how to upgrade this to 130XE standard (or 256K). Any pointers? Thanks!
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My Atari TT has a "new type" CA401059-001 Rev B ST RAM card with 2MB (16x TCS514256AJ-10) RAM. There are several instructions around the web saying that the CA401059 can be upgraded to 8MB ST-RAM by just changing the chips and setting the jumpers. As these are SMD chips and I am not a soldering wizard I wonder if this can be accomplished with a soldering station with a fine tip and a handheld vacuum pump or if special equipment is required. If it's the former, where would I get the required 16 4MBit chips in the correct form factor?
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Hello: I got inspired this weekend and implemented a helper macro library to use with CART.MAC that supports overlapping RAM segments. It's rather simple at the moment. I toyed with the idea of making it more comprehensive--allowing for extending and appending segments or multiple super-segments each containing overlapping sub-segments--but my priority right now is finishing Christmas Carol. I'll certainly expand it in the future. It will form part of the upcoming P-Machinery v2.0. Anyway, the library offers the following macros: ;; ======================================================================== ;; RAMSTART Starts RAM segment allocation. ;; RAMEND Ends RAM segment allocation. ;; RAMSEG_START Defines a new RAM segment and opens it for use. ;; RAMSEG_END Closes an open RAM segment. ;; ======================================================================== It works similar to the "ROMSEG" macro in CART.MAC: You call RAMSTART somewhere at the top of your code, to initialize RAM segmentation and mark the beginning of available RAM; and then RAMEND at the end to close any outstanding open segments. In between, you may define as many segments as you like, and each one resets the RAM allocation pointers in CART.MAC to the same base address. RAMSTART also defines a default segment called "Global" that is never overlapped. This allows you to define global variables that will be shared across all your game states, without the threat of accidental overwrite by your other segments. If you don't need this global segment, just ignore it and call RAMSEG_START() to define your own segments. Along with the "RAMSEG.MAC" library, I include a modified "STATS.MAC" library from P-Machinery v1.0 to output useful information regarding your RAM and ROM segment usage. You include this library at the very end of your code--after calling ROMEND. Below is an example usage, taken from Christmas Carol. The game is split into mutually exclusive states, and each one requiring its own set of variables. There are also variables that are shared across all states, so they are perfect candidates for the "Global" segment. Let me know if you have any questions. -dZ. ;;==========================================================================;; ;; Title: Christmas Carol vs. The Ghost Of Christmas Presents ;; ;; By: DZ-Jay ;; ;; Description: An original concept game, built on the P-MACH engine, ;; ;; originally developed to port Pac-Man to the Intellivision. ;; ;; ;; ;; Copyright 2010-2012, James Pujals (DZ-Jay), <dz-game@techunlimited.net>. ;; ;;==========================================================================;; ;; ===================================================== ;; ROM HEADER SET-UP ;; ===================================================== INCLUDE "cart.mac" INCLUDE "macro/ramseg.mac" ROMSETUP 42K, 2012, "Christmas Carol", BOOT_UP, STACK_SIZE ; ... ; ====================================================== ; GAME WORLD STATE ; ====================================================== RAMSTART ; Start "Global" segment PLAYER_INFO STRUCT 0 @@Rank SCRATCH 1 @@ScoreRevs SCRATCH 1 @@Score SCRATCH 2 @@Lives SCRATCH 1 ENDS ; ====================================================== ; PRACTICE MODE STATE ; ====================================================== RAMSEG_START(Practice) ; Start "Practice" segment SCROLL_INFO STRUCT 0 @@Delay SCRATCH 1 @@State SCRATCH 1 @@Flags SCRATCH 1 @@Column SCRATCH 1 @@PadCol SCRATCH 1 @@RateFrac SCRATCH 1 ENDS ; ... ; ====================================================== ; LEVEL PLAY STATE ; ====================================================== RAMSEG_START(Level) ; Start "Level" segment LEVEL_INFO STRUCT 0 @@CandyCnt SCRATCH 1 @@SnoflkCnt SCRATCH 1 @@Deaths SCRATCH 1 @@Perfect SCRATCH 1 @@PresentCnt SCRATCH 1 @@PresentVec SCRATCH 1 @@BonusMult SCRATCH 1 @@PlayerHits SCRATCH 1 ENDS ; ... ;; ===================================================== ;; END OF LINE. ;; ===================================================== RAMEND ; End RAM segmentation ROMEND INCLUDE "macro/stats.mac" RAMSEG Lib.zip
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