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From the album: Dan's Images
Tracking every single bit of RAM while playing Empire Strikes Back for ATari VCS/2600© No
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Full disclosure: my Colecovision (along with my VCS expansion) is busted right now so I can't test these. These are all my duplicates from various lots I bought on eBay. I know most of them work, but an asterisk (*) means I couldn't get them to work last time I tried them. About half have rough labels. Since I can't guarantee their condition, I'm selling each lot for $15 with free shipping in the US. Both lots for $25 (still free shipping). ATARI 2600: Pac Man Enduro* Enduro* Warlords Combat Video Pinball Berserk Maze Craze Yar's Revenge* Star Raiders Freeway Space Invaders Kangaroo Battlezone* COLECOVISION: Donkey Kong Mouse Trap Mr. Do Mr. Do Turbo* (I think it boots up as Cosmic Avenger) Zaxxon Cosmic Avenger* Q Bert Smurf
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The Atari 2600 Video Computer System according to Famicom Dojo
JFD62780 posted a topic in Atari 2600
For the 40th Anniversary of the console's original release (9-11-1977, forgive the lateness), Famicom Dojo, featuring late AtariAge member, Vinnk, released an ~8-minute retrospective of the Atari VCS-2600 Video Computer System! Enjoy. And if you read this, Vinnk, thanks 2600 times for the vid! -
Bombs Away! (NTSC).bin Bombs Away! (PAL60).bin INSTRUCTIONS.pdf History of Drop Zone 4 and Bombs Away! README.txt Bombs Away! Game Accessibility Info One-button play and restart. Easier play option (game variation 3). High-contrast. Colour-Blind accessible. Deaf accessible. Flashing off option. No time limit. 19/12/2017 Update: New versions (12-2017) have two minor bug fixes. Physical cartridge planned for 2018. Bombs Away! (NTSC) 12-2017.bin Bombs Away! (PAL) 12-2017.bin
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Need a replacement lower outer shell for yours? Working on an Atari project and could use this piece from Sunnyvale? Look no further! The shell has been lightly cleaned and looks quite good for its age. There may be some scratches, scuffs, dust or dirt present. The Sunnyvale sticker is unmistakable and in good condition, with just a few stray markings. Includes all eight original screws, too. Please see pictures for exact condition. Shoot me a PM with your offers!
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I recently purchased a 2600 Darth Vader at a yard sale. The unit was labeled ‘2600 Original Needs Work’. It was $15 so I decided to pick it up anyway. I fixed the first issue which was the power jack not making connection with the power cord end. Now that the unit powers on, it displays incorrect graphics. From looking around on threads, it seems that this is an issue with one of the ICs. I am unable to get a clear answer if this is a bad TIA chip or RIOT chip. I would rather not buy both unless necessary. Does this seem to jump out as a specific issue to anyone? Any help would be appreciated. Symptoms: Misplaced/distorted graphics No (or very little?) sound Related(?) Threads https://atariage.com/forums/topic/263506-atari-2600-jr-bad-tia-or-riot/ https://atariage.com/forums/topic/240746-bad-tiariot-need-help/ http://atariage.com/forums/topic/181394-atari-2600-strange-video-problem/ https://www.youtube.com/watch?v=aAeXVazgUXc In this video, the 2600 is having similar issues to mine. He troubleshoots it by swapping the ICs with a working machine, but I only have a working 2600jr with soldered ICs.
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Hi everyone, as of this week, Assembloids 2600 is available in the AtariAge store. https://atariage.com/store/index.php?l=product_detail&p=1094 Thanks Albert! And also thanks for Thomas Jentzsch who published his savekey code which enabled us to support it for this game and all of its skill levels. I set up a simple score chart here: http://assembloids.de/scores.html and I will update it with incoming scores pasted to this thread (or other sources). Would be great to see what people reach. So far the highest scores I saw were from Sven the graphics artist who made the game with me and my wife (myself as well . During the German Gamescom last year we witnessed several people returning to our stand to improve their play. The attached file is an animated GIF from some shots during that event. I believe the highest skill levels pose a serious challenge to anyone (and quite possibly to your heart). Best wishes and thanks to all of you who helped getting this game done and out! Cheers, Martin
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hello i've been searching around on the web but havent found a definitive answer, i know that it's possible to get a 1 - 2 Mhz "clock" by toggling an arduino pin, but would it be possible to genrate the 3.579545 Mhz since you can actually display a composite output using the arduino tv out library? the project is pretty much a general sound and video synth, just to see how much more one could get out of a TIA chip by removing it from the limiting memory map/configuration of the 2600, aswell as having the more oomph power of the arduino at 16mhz, could one generate the clock and still have enough cpu(arduino) cycles to actually do useful stuff. P.s is it possible to use 2 74hc595 one for the addressing and the other for the data bus on the tia, or are the signal timings that precise?
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I just found some pretty cool stuff in my parents basement. It's the last of my collection that I didn't have any idea that existed. I don't know what to say about it. The last time I used any of it was many many years ago. I'm taking offers. There can't be worth that much. So if you're interested shoot me a PM and we can work something out. I have the following: NES fourscore Playstation Dual Shock 2600 driving controller 2600 paddle controller x2 RF switch Suncom Tac-3 Goldstar 3D0 controller Sold R-Type for the Sega Master system Gone. Like I said earlier I haven't used these in many years. The last time I used these, they worked fine. I don't have a way of testing any of them. So I'm selling them as they are. Edit-I'm also up if someone has a copy of Nights for the Saturn if anyone has one available.
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This guy (with a rating of 100%) from the UK wants over 100$ for what he claims to be a heavy sixer, but after 10 seconds of looking at the thing you can obviously see it's an ordinairy one. 1. the power brick is for a later VCS 2. the joysticks have TOP written on them 3. the edge on the sides of the atari is thin Now it also happens to miss the bottom label and a picture of the front of the machine was never taken. http://www.ebay.com/itm/Atari-2600-Woody-Heavy-Sixer-Console-Un-tested-Rare-Retro-Vintage-/282436802067?hash=item41c28b9613:g:Y8YAAOSwE0JY9SSM Am i overanalysing this or does anyone else think that this is, well... odd? This seller must clearly know that there's a difference between the two since it's been listed as a heavy sixer specifically But it's probably just poor research or something.
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The animation at the very beginning isn't so great (fun story though), but after that, it's pretty fun and informative.
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Atari 2600 $99 12 games, two joysticks, high quality s-video and RCA cables. games. $99 Games that are included with the system are Donkey Kong Jr Midnight Magic Mouse Trap Solaris Moon Patrol Ms. Pacman Centipede Galaxian Frogger Q*bert The Empire Strikes Back Popeye Games ($8 min) Games arranged by rarity (feel free to make any offers )
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Hi everyone, Just wondering if September 11th, 1977 is generally accepted as the "Official" VCS release date?
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Shipping is not included in prices. Post sold for the items you want then PM me for shipping quote. Thanks! Pending - 4 Switch Woody with original atari power supply - tested and working $29 Also available are 2 CX-40 joysticks $8 each and 1 set of paddles (no jitter) for $5. Each Buyer of the two consoles has first option to purchase the controllers (2 joys & one paddle set). If you aren't buying a console you can claim the controllers pending sale of the consoles and confirmation that they don't want to buy the controllers. Boxed Atari 2600 games: Midnight Magic $10 Amidar $7 Moon Patrol $10 Atari 2600 Games with manual: SOLD - Centipede $3 Chopper Command $3 Donkey Kong $4 SOLD - Pac-Man $2 Super Challenge Baseball $3 SOLD - Video Pinball $3 Atari 2600 Loose Games: Amidar $3 Battlezone $4 Blackjack (text label) $2 Bowling (picture label) 42 Centipede $2 Championship Soccer (text label) $2 Combat (picture label) $2 SOLD - Decathlon $4 Football (picture label) $2 SOLD - Kangaroo $3 Keystone Kapers $3 SOLD - Ms. Pac-Man $2 Ms. Pac-Man $2 Pac-Man $1 Pitfall $6 Q-bert $3 Reactor $3 Space Invaders (picture label) $1 Starmaster $2 Summer Games $3 Super Challenge Football $2 Taz $5 Tennis $2 Warlords $1 SOLD ITEMS: SOLD - Sears Tele-Games Heavy Sixer and original gray power adapter - tested and working with 2 CX-40 Joysticks, 1 set of Paddles, Centipede, Pac-Man, Video Pinball, Ms. Pac-Man
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One of a number of links to a series of edits from the 20th Anniversary of the Atari 2600 at Nolan Bushnell's:
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I have my system and stuff here: http://atariage.com/forums/topic/227227-my-current-collection/?p=3023499 The system has been a/v modded. Like shown in the picture. It has composite A/V and s-video. I've had no problem with it. I also have an NES controller that has been modified to work on the VCS. Any questions? Suggestions? Threats? Please send them in PM form. What's it worth? I know I know, you can sell it for buku money more if I sell everything individually, but cars don't wait and neither does my meachanic.
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Hey everyone. I'm trying to get a general idea as to what joystick is great for the 2600. Any ideas? Thoughts?
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Hi all, I'm soon going to buy a Raspberry Pi 3 and turn it into an Atari 2600 emulation system. I already have a pair of joystick controllers, but I'll need adapters t use them on my system. I already know about the 2600-daptor and 2600-daptor II, I know they work great, and I'm going to get me some of those in the future, once I acquire paddles and driving controllers. But for the time being, I thought two of these might be enough for the time being: http://www.retrousb.com/product_info.php?cPath=21&products_id=70&osCsid=ebbd334c24342ad9ccbbab011d5b7ad1 These are the RetroUSB adapters, they only work with Joysticks, but that's also all I have right now, and over 90% of the VCS games used Joystick controllers, so I don't think I'll be getting bored anytime soon. Does anyone own one of these? Have you tried them? How good are they (say, compared to other adapters), have you had any issues with them? Do they work fine with Stella?
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This is just an interest check. I have the following modified Atari 7800 system and 16 games. What would they be worth as one lot? Would anyone want to buy these as a lot? If so, how much would one be willing to pay for the following as a bundle? Suggestions? Comments? Asteroids Ballblazer Barnyard Blaster Centipede Dig Dug Donkey Kong Jr. F-18 Hornet Galaga Jinks Joust Karateka Meltdown Ms. Pac-man Robotron 2084 Tower Toppler Xevious I had this system modded for s-video and composite stereo audio. I have the 7800 gamepad. I have the joystick as well.
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I recently picked up a 5200 4-port. It's missing several case screws. Can anyone confirm the correct screws used for the case? I think the screws that came with this 5200 are type b #6-20 3/4 sheet metal screws. Is that what it should be or perhaps these were used to replace the original screws that were of a different type? Here's what was in my 5200: It didn't have a power supply, but I found one elsewhere. It's an 11.5v version. I tested it with a multimeter and it's outputting 14.5 volts. From what I've found the voltage regulators in both the case and the switchbox should be capable of handling over 30 volts. Do I have any reason to worry about using the power supply? 3 volts over seems like a big difference, is that typical or should I start looking for another power supply? The traces (or is it the soldermask) on the back side of the board on is wrinkly (see the POKEY to C104 wire image below). Is that normal or is it a sign of something I need to be worried about? It looks like the VCS adapter compatibility mod was applied to this board, but I also see a capacitor between pins 1 and 17 on the POKEY and a wire on the underside between pin 1 of the POKEY and C104. Is this a known mod? Any idea what it's for? Trying to smooth out power to the POKEY perhaps? In the middle of the rat's nest that is the VCS mod, I see a resistor and a capacitor (?) wired in parallel from between the two resistors connecting R11 and C10 as part of the VCS mod. There's also a diode wired to either side of R10. Any idea what they're for? The parts side of the pcb, marked CA018087, has no revision. The solder side, marked C018085 is rev 7. I will probably apply the mod to separate the power from the RF. I was also thinking about doing the mod for composite and/or s-video, but doing that would make the VCS mod pointless, right? If I did the composite/s-video mod I could pull the VCS mod out. If I did that would I need to reconnect pin 24 on the cartridge slot to ground? Thanks for any help/information you can provide. I hope to get this 5200 up and running soon.
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Hello, everyone. I've found myself, more often than not, needing to pull a manual for a VCS game, to read it... After the 4,623,136,126,842nd time of doing so, I thought, "Gee, isn't there an EASIER way to deal with this?" Now, before I start sounding like a fucking Ronco commercial, I'll just get right to the point: I've created an Android App, which I am currently feeding every VCS game manual that I can get my hands on, for the purpose of being able to quickly find the game, flip through it, and read it. This first version of the app, has these features, and a small subset of the total # of games which will be available, when it's finished (I intend to go from A-Z, finding as many, as I can.). You can: * Select the manual from the list * flip through content * pinch-zoom and pan dirt simple. An upcoming release will add the ability to take photos of high-scores to attach to a game, for record-keeping. That'll be about it. There will be no full text search. Why? The manuals are on average 4 to 12 pages long...With an average of 350 words a page, lots of pictures. This isn't an index of law journals, nor is it an engineering cross reference of airplane engine block internals, nor is it even a historical text in the typical sense. I do not see the point, and it would drastically increase the complexity of the program, for no real benefit. What do you need? * An Android tablet. While it will work on phone, it was ultimately designed for a tablet. Feel free to share your experiences anyway, if you only have a phone. * Android 4.0 absolute minimum (Ice Cream Sammich) * 0.1GB of space. The final will need approximately 0.6GB of space. The manuals are stored on device, inside resources, so they do not clutter up your gallery. No on-line connection needed to use the app in its present state. You can get it here: https://drive.google.com/open?id=0BxBzWnEPRL2Hd1FMSWViZF84ZFk Please let me know what you think. This is for my own use, but I always try, even with things for my own use, to apply the same standards as for something I do for commercial work. Since this contains copyrighted material, it will NOT go into the Android Play store, ever. It will be available from a site. Will there be an iOS version? Yes, at some point, BUT, it will require UDID registration, as it will never go into the Apple App store. -Thom
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Hello, everyone. I am currently working on getting to a playable state as fast as possible, a game of Dodge ball for the VCS. It has been on my life list for a long time to do, and now I am finally tackling it. It is a 2K cart, done in homage to the original launch titles, in that the graphics are simple, there will be multiple variations around the core game, and the focus is on solid two player gameplay. It will require the joystick controllers. Latest Release: Latest build can be found here: https://github.com/tschak909/dodgeball/releases/tag/playtest1a Basic rules: * Two players, in a playfield, with or without obstacles. * Players can move freely around field and obstacles * There is a computer controlled ball (using BL object) which will bounce around the playfield freely using PONG physics. * Each player also has at their disposal, a ball which can be thrown by pressing trigger (using M0 and M1). * Ball will automatically retract to player after user settable decay time (short, medium, long) * if Computer ball hits a player, point is subtracted (unless 0). * if P0's ball hits P1, P0 gets +1 points, P1 gets -1 (unless 0), and vice-versa. * if P1 presses trigger at just the right moment when the ball is colliding with player, the above point rule flips, vice versa with other player. * in both cases, ball is returned to the player, to be used immediately. * Game ends after timer lapse (the classic 2 minutes 16 timer lapse) * Game score blinks when timer is about to expire * Game will indicate ball capture with color cycling display and sound effects * Each ball bounce will be an appropriate ping. The idea is to have game variations, which will vary the following: * Playfield shape/obstacles * Player ball retract time * differences in player movement physics (dodgeball on ice?) * difficulty switches will set _something_ ... either player size, or the addition of holes on the horizontal ends of field so that ball can wrap around? I am working on the code publically in github: http://www.github.com/tschak909/dodgeball Once I have the first playable ROM, I will post it in this thread. Right now, the kernel is stable, and the motion code is roughly 30% done. Once the motion code is roughly 90% done, I'll put in the collision detection, and that should be enough to get feedback. -Thom p.s. a picture of the kernel with a playfield that I am borrowing from Combat:
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I'm looking for replacement controllers for my 2600 gaming. I have a pair of TG Enjoysticks, which are fantastic but seem to be on the verge of breaking. I would love to get more of the same but I've never seen them anywhere besides the original auction i got them from. Attached photos are some obscure items that appeal to me, in addition to the Enjoysticks. Some items I have for trade might include loose Vectrex stuff, Dreamcast console, Wii console soft modded for emulation, Game Boy games, Sears console, maybe other stuff. Or money.