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Found 21 results

  1. The title says all, I have converted the existing schematics into Kicad. This is the 1.0.0 release, and hopefully there will be no erratum. https://github.com/sporniket/kicad-conv ... /tag/1.0.0 The release provides a PDF with the schematics, a PDF with the silkscreen of the motherboard reconstruction, and a ready to use Kicad project (libraries included). For the schematics, I have decided that : Symbols for the ICs will show the physical layout of the pins, as it makes it easier to spot the pin on the real IC (for me at least). And because thanks to that, the GSTMCU still fits on an A4 sized sheets. On one occasion I deviated from this choice (for the dma sound amplification and filtering) as it obfuscated too much the circuit. Each original sheet is splitted so that each sub-part is printable on a A4 sized sheet. A Table of content I also have mentionned some fixes that would be usefull/mandatory. DMA pull-up on databus WD1772 pull-ups LMC audio mix fix RGB Video ghosting fix C415 that should be reversed The projects contains an approximative reconstruction of the motherboard's PCB. It will be good enough to locate a given component and to know how a signal is distributed accross the board. And it allow to make nice 3D renderings.
  2. Hello, For my own needs, I have converted the Atari STE schematics (6 sheets of A3/A2 size) into Kicad : 28 A4 sized pages + a table of content page, the same annotations between the original and the conversion. The release candidate (the pdf, and a tar.gz of the kicad project) is here https://github.com/sporniket/retro-computer-clean-schematics/releases/tag/c300780-001--Atari-STe-Motherboard--v1.0.0.rc1 I plan to do the final release by the end of August. If you happen to find a typo, please report to me. Regards
  3. I got an interesting combination of video game systems and TV monitors and capture cards and I'm trying to see how they all work with each other. Anything before the Dreamcast is pretty simple take it downstairs run it on a 480i Sony Wega CRT with the highest level connection that can go through it, which is component ycbcr 3 RCA. Anything from the Xbox 360 and afterwards is also pretty simple, use the HDMI connector. Split it into two. Take one end to the CRT VGA and play through there while the other end goes to my capture card on my Macintosh. It's the Dreamcast, PS2, Xbox Prime and Game Cube that are causing me troubles. I have component hookups for the last three. I also have a SCART connector for the Dreamcast, and if that works, my other Sega systems plus my SNES would be fine through there. I also own a Mayflash component ypbpr to VGA converter. My main question is is it correct to assume that the display is the largest contributing factor the input lag? That going from ypbpr to RGB VGA is insignificant compared to that. If that's the case then probably keeping the component systems upstairs with a VGA monitor would be better than downstairs with the 480i CRT. What would be better buying equipment that could turn my SCART into VGA CRT, (which, if my understanding is right, only needs a 15 kilohertz to 31 kilohertz conversion.). Finally if I'm streaming upstairs, and my brother wants to play the switch downstairs on a big TV,. What would be the smartest way to do it? Would connecting it to the large 480i Sony Wega be the smartest move (with intermediate equipment), or buying a CRT VGA monitor and using a converter I know works already? (I know I'm pretty sensitive to input ping because I can't do combos worth a darn on Street Fighter unless I'm on a CRT TV. I noticed that when me and two other people "sing" along with the TV instrumental, I'm usually do the rhythm section and I hear sometimes the other two either lead or trail the rhythm I notice, and I'm confused whether the hum along with the TV or with my partners.) The point is I don't know how sensitive my brother is to ping so I don't know whether the cheap route of a converter is okay or weather we have to consider ping for my brother. He claims that I'm too much of a crybaby if I'm playing on an non-crt tv. The point is the downstairs HDMI is not for me because I usually game upstairs when I game in my HDMI. Finally for the upstairs TV where we're not playing light gun games, it does not have to be ultra-low ping where VCR control off a light gun aim a few pixels to the left or right. 1 milliseconds or less total is probably good enough for everything except light gun games. I know you can't play light gun games on the 31 kilohertz CRT VGA monitor anyway unless it's a PC game natively programmed think in those terms. Consoles are programmed for their timing in 15 kilohertz terms.
  4. Still a lot left to do. Nowhere near complete, this is basically just the core fighting engine. Attempting some specials will glitch it. *For a 2p game/demo press Joy1fire on the select screen. After P0 chooses P1 will be able to select. Freshbroods_NinjaKombat 1 28 21.bas.bin
  5. I have a favour to ask one of the programmers here on Atari Age. I am using Omniflop to image 8 bit Atari disks , however all of the bytes in the image are inverted. Basically what has to be done is each byte has to be read in and stored, then subtract that value from 255, and write it back out to a new image. This will make all of my dumps from Omniflop for the 8 Bit Atari readable. I am enclosing a sample file, here: test.zip It would be nice if the author of Omniflop wrote the files out properly in the first place, has anyone had any success with imaging the Atari 8 Bit stuff (90K single sided)? If so what format do you use? In about 2 weeks I will not have to worry about any of this as i will have my siotopc device from Lotharek, and my 1050 disk drive will be arriving next week, I have to get my 600xl upgraded to 64 K memory or get the 800Xl I was promised. Either way that will be a week or two, I will of course get Don to install the memory upgrade in the 600xl. Thanks alot for all of anyone's help in this, it is really appreciated , probably not only by me. Russ Campbell
  6. Estoy con el siguiente problema, necesito convertir el hexadecimal $44000 a decimal. por ende no puedo utilizar el floating point por que este solo trabaja hasta 2 bytes y un máximo de 65335, trate de todos los medios, incluso sumando de un byte a uno y comparando hasta llegar a la igualdad, pero el proceso es demasiado lento, casi 1 minuto. He revisado revistas manuales y ninguno da señal de algún código que pueda ayudar a realizar este proceso. traduccion I am with the following problem, I need to convert the hexadecimal $ 44000 to decimal. so I can not use the floating point because it only works up to 2 bytes and a maximum of 65335, try all media, even adding one byte to one and comparing until you reach equality, but the process is too slow , almost 1 minute. I have reviewed manual journals and none gives a signal of any code that can help to carry out this process. *=$2000 M=17 MEMORY .BYTE $00,$00,$00,$9B DISPONIBLE .BYTE $00,$00,$00,$00,$00,$00,$9B CALCULO .BYTE $00,$00,$00,$00,$00,$00,$9B SUMAMOSMEMORIA LDX M SUMAMOSMEMORIA? CLC LDA MEMORY+2 ADC #$00 STA MEMORY+2 LDA MEMORY+1 ADC #$40 STA MEMORY+1 LDA MEMORY ADC #0 STA MEMORY SUMAMOSMEMORIA?? CPX #0 BEQ FINSUMAMOSMEMORIA DEX JMP SUMAMOSMEMORIA? FINSUMAMOSMEMORIA RTS INICIO LDA #0 STA 710 LOOP JMP LOOP *=$02E0 .WORD INICIO como se puede apreciar en el código tengo la variable M con un valor de 16 que realiza el bucle de SUMAMOSMEMORIA sumando de a $4000 bytes que equivale a 16384 y este resultado queda en MEMORY( $04 $40 $00) y eso quedo dejarlo como disponible ( $02,$07,$08,$05,$02,$08 ). Alguna idea de como realizar la conversión. traducción As you can see in the code I have the variable M with a value of 16 that makes the SUMAMOSMEMORIA loop adding up to $ 4000 bytes that is equivalent to 16384 and this result is in MEMORY ($ 04 $ 40 $ 00) and that is left as available ($ 02,$07,$08,$05,$02,$08). Some idea of ​​how to perform the conversion.
  7. See: http://atariage.com/forums/topic/269668-bombs-away-vcs-2600/ - for the game...
  8. Hello, so a while back i decided to try to convert the 1971/78 version of The Oregon Trail (OREGON) to TI-BASIC (see here, scroll down on 1st page), and i thought it would be good to post my project, and have the text files available, because i can't use my TI and such stuff as often as when i started. MY GOALS: have a finished (or at least use-able) version by year's end have compatibility with the regular ti-99/4, but special features and hints for the 4a. have both text file and audio file versions have a completely finished version by today on 2018 have a physical tape copy of the program (witch means a audio cable soon any-who) I will also let people modify the finished versions, and will post updated versions so others can add to them. P.S if you do add something, please post the version you made here.
  9. I bought the StarTech Video Converter VID2HDCON that was recommended by someone in this forum and it appears that you can't plug the Atari 800 plug directly into the composite in. What do I need to make this work. The screen shots in the post that recommended it are awesome. Thanks...
  10. We have seen them a lot lately, people making multi-cades, where people have machines made with multiple titles in one machine, even original machines have been converted in this manner. its not uncommon now to find a machine, most likely with the artwork from the original, but with new internals and controls, and a board with many different games on it. My question is, how do you feel about people taking original arcade machines and converting them into multicades?
  11. Hi Guys This is my first post here so please be gentle with me. I'm from the UK and I've recently bought a couple of Heavy Sixer's from the States. I have modded one of them with a composite video kit and it works great. However, I was wondering what else I would need to do to convert the system into a PAL unit? I've read about the TIA and how it differs so my questions are: a) Could I replace the system board only with a PAL light sixer, keeping the switch board and all other original components? Would this work? b) If I was to keep the system board and replace the TIA with a PAL unit, is there anything else I need to consider? The info on the internet I've found seems to be pretty vague. I read something about the crystal also needing replacing and maybe some other bits? Thanks in advance
  12. Well hello my fellow Atarians. If you're like me you still use the old Atari (either real thing or emulated), but you also use a modern computer like a Windows PC, Linux PC, or Mac. In that case you probably have cause to use text files from one system on the other and visa versa. As some of you know, I developed a program for the A8 to do converting called AAC. You can get info on that over in it's own topic. This new topic is about a different program with the same name that does the same job, but runs natively on the new machines. It is written in Python so has the ability to be cross platform. So here is AAC v0.1, 32-bit Windows, for your testing pleasure. It works fine as expected in every case I have tested so far, but I like to get feedback from others too. Once any bugs (if any) are ironed out. It will get it's v1.0 release. If you need a Linux version to test let me know.
  13. Recently I coded up a program to allow converting ASCII and ATASCII files. The program is command line driven and intended for use under SpartaDOS X (earlier versions may also work). I posted this program in the Sparta DOS 4.47 topic, but am moving it here to its own. I am hoping for testing and feedback. When the program is finally done to the level of performance I am happy with, hopefully it can be made part of the SDX Toolkit. But if not, anyone will be free to add it to their own tools collection as they see fit. So, download it and give it a try if you like. Keep the following program usage in mind because right now, very little user entry validation is performed. It is therefore important that you spell out your device:filename entries. AAC (ASCII ATASCII Converter) is designed to copy a source text file to a destination text file, doing a text translation in the process. Only the output format is specified. It will be assumed the input file will be the opposing type. For example, if an ASCII, (either DOS/Win or Unix) output translation is used, then the input file is assumed to be in ATASCII form. Usage: AAC <source> <dest> /[T|A|U|H] /T = convert to ATASCII /A = convert to ASCII (DOS/Win) /U = convert to ASCII (Unix) /H = this help summary Eg: X AAC.EXE D1:COOLINFO.ASC D2:COOLINFO.TXT /T If using COMEXE you can get by with this: AAC D1:COOLINFO.ASC D2:COOLINFO.TXT /T Download the program.
  14. Hi, I would like to announce that we (XXL, Odyn1ec & me) are working on "Hobgoblin 2" for Atari XL/XE - a conversion of BBC Micro game by David Parsons. Our version should be ready this year, and let me present you the first teaser: You probably remember "Hobgoblin" (2008), the conversion of the first part. This time there's going to be much more changes of the original game (including new in-game graphics and a new level). In the video you may see the animation for the loading screen. The team: - code: XXL - title screen and ending screens, game logo, loading animation, the video: Jarek "Odyn1ec" Wyszyński - in-game graphics, new level design: Adam Wachowski - music: XLent, Michał "Caruso" Brzezicki, Michał "stRing" Radecki
  15. This is my new converter (also) to Atari palette color. Programmed in FreeBASIC. Support for BMP format. Review: http://www.softpedia.com/get/Multimedia/Graphic/Graphic-Others/RetroPaint.shtml Direct download: http://www.instaluj.cz/retropaint/download Youtube: https://www.youtube.com/watch?v=Q4b1e_shan0 Conversion to ZX:
  16. I've been sat on this for too long now, the intention being to get some artwork done for a label (but I'm no artist!) so here is the binary image for you to enjoy in whatever form you like, emulation, MultiCart or get Albert to make you one The title this time is 'Speed Ace' from Zeppelin which I certainly enjoyed when it came out. Its been tried out by a small group on real h/w and feedback is that its working fine, the 1-second counter has been altered to use 60Hz for NTSC instead of the original 50Hz for PAL. Have fun! Mark SpeedAce5200Release1.zip
  17. Lunar Jetman, awesome conversion of 1983 famous ZX Spectrum / BBC game (the source is BBC version), made by our friends Fandal and Irgendwer for FLOP diskmagazine. http://www.atarionline.pl/v01/index.php?ct=nowinki&ucat=1&subaction=showfull&id=1397471519 Click on "Stad", load disk B, enter "jetman.com".
  18. With the upcoming Godzilla movie arriving in May, I wonder if these MSX games would be candidates for Colecovision conversions...ie do they fit within the specs that the other conversions have? Godzilla vs Three Major Monsters Monsters Fair Godzilla-Kun http://www.youtube.com/watch?v=qvMO_yeRc8M
  19. Does anyone remember the game "Chicken" on 800xl, I used to play it daily it had really simple gameplay similar to frogger and was very addictive. I'm wondering if anyone has done a 5200 port, I would love to have the rom on my atarimax sd cart! If there isn't a conversion for "chicken" maybe a port of "freeway" from the 2600 system?
  20. Hi, I'd like to present you our new game, an entry in ABBUC Software Contest 2013 - Atari XL/XE conversion of the legendary ZX Spectrum title "Deathchase" (1983) by Mervyn Estcourt. After the Great War, the European continent is ruled by mighty warlords in constant conflict over territory. You are one of the elite mercenaries, Riders of the Big Bikes. It's a quick way to get rich - and the quickest way to die... You patrol your forest day and night, chasing and destroying enemy riders. You can only fire at target when you are close enough - your range indicator will flash when you are in range. It is said that the greatest reward is kept for the rider who can penetrate 8 sectors - you will need every ounce of skill to find out... Authors: Krzysztof "xxl" Dudek - code Adam Wachowski - game design, upgrade of the original graphics Jarosław "Odyn1ec" Wyszyński - all black&white pictures (including the title screen), making of the video Michał "stRing" Radecki - music http://atarionline.pl/v01/index.php?ct=nowinki&ucat=1&subaction=showfull&id=1378492628
  21. Hi, I'm happy to present (on behalf of the team: Xeen, stRing and myself) the preview of our little game "Assembloids XE" which is being prepared for ABBUC Software Contest 2013. It's a reflex/reaction game based on C64 "Assembloids" published by RGCD last year (http://www.rgcd.co.u...s-c64-2013.html), which in turn was based on flash game "Quartet" by Photon Storm (http://www.photonsto...m/games/quartet). What could be interesting for you, it is the first Atari game that uses a combination of GR9 and GR8 (changed every second line). So we have low resolution graphics mode with 16 luminances and we mix it with hires mode (adding PMG underlayer) which jointly gives quite unusual graphical effect. Hope you like it Programming: Marek "Xeen" Cora / Agenda Graphics: Adam Wachowski Music & sound effects: Michal "stRing" Radecki / Agenda http://www.youtube.com/watch?v=XjzV_DzKW_w
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