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Found 99 results

  1. Anyone played bit with algo3? Even so the EPXY doc says "algo 3 is broken"? It seems that some circuits are left which work, but mainly for Y.
  2. Had to say this; just installed the F18a and WOW. it was so easy to install and the picture is great! The only hard part is cutting the hole for the plug. The only program I, so far, have problems with is 'The missing link'. keep getting, 'out of memory' and Stack memory goes to 0. Since I don't use it much, don't care. on the other hand It might be my imagination but the graphics seem faster. can't wait to delve into some of the extended features.
  3. Hi, I'm considering buying an 8bit Atari but before I really start looking seriously I thought I would ask for some general guidance. From what I've read it sounds like the Atari 800XL would be a good bet for me (though I realise a good one might be hard to come by). I'm interested mainly in playing games so game compatibility is important to me and I'd like to be able to play all the disk based games including Alternate Reality: The City and The Dungeon (a PC version of which I've been working on for many years). I'd also like to try my hand at some game programming though I would see myself using some of the PC based tools for most of the development. I would probably see myself using something like an SIO2SD type card reader. Does the 800XL sound like a sensible choice or are there other (possibly better) options that I should consider? Any advice greatly appreciated.
  4. I have a working 4-port 5200 with 2 refurbished controllers and a working trac-ball. I also have a refurbished 4-port 5200 that doesn't work with 5 semi-working controllers and a non-working trac-ball. I have a nice collection of games, including the elusive METEORITES (with manual). I also have 2 Wico controllers and a Competition Pro joystick, all with Y adaptors. Of the games pictured in the photo of all the cartridges, only Defender and the Sean Kelly Multi-Cart do not work. I have taken apart the multi-cart and scrubbed the heck out of the contacts with alcohol but it won't work. The photos show all other games working correctly. The lot also includes Vol. 1, Issue 1 of Atari Force, in decent condition. I, of course, would like to sell the lot. Does anyone want to make an offer?
  5. I'm in search of gold socket pins with various (40, 28, 24, 20 [skinny], and maybe a few 16) pin size DIP carriers on them. Any trusted vendors come to mind? Thanks in advance Edit: also need 14's.
  6. Hello all, I have an Atari Lynx II that has the opposite problem from what I usually read on here. Whenever it is connected to a power source (wall adapter or batteries) it immediately turns on and never turns off. It will drain batteries completely if I leave them in it. Without a game it just shows the "Insert Game" message. With a game it plays fine, good display, good sound, but the Power and Off buttons do not do anything. I have replaced the D13 Zenner and the Q12 MOSFET and it continues. Happens with or without the flex ribbon for the buttons attached. I guess it is a more fortunate issue then "will not turn on", but has anyone ever run into this or have any ideas? Thanks!
  7. Hey guys. just a one quick question. Is there any work being done today on a unit that will replace the Jaguar cd player? or has there ever been any attempts to replace it with say another cd player or a iso loader? cheers.
  8. Guest

    4A50 cart--hardware details

    I haven't gone into much detail elsewhere about the 4A50 cart and some of the techniques it uses, but since people may find it interesting I'll discuss it here.The heart of the cartridge is a Xilinx CPLD. This device has 36 macrocells connected to 32 I/O pins. While it's a step up from the 22V10 used in Al's bankswitch carts, it's still very cheap as such devices go.Another key to the cartridge is a 14.31818Mhz oscillator. Although many RAM-plus carts get by with some simple RC circuitry for timing, using a crystal oscillator makes it possible for the CPLD to "know" the cycle phase of the Atari's processor. This is essential for the "magic RAM write trick" discussed below.Finally, the cartridge contains 64KB of flash (treated as ROM) and 32KB of SRAM. Both of these are simple common ordinary chips.In addition to supporting 4A50 bankswitching, I wanted the cart to be able to support other forms by reprogramming the CPLD. The 32 I/O pins thus break down as:AD0-AD6 -- Tied to A0-A6 on the 2600 and A0-A6 of the RAM and ROMAD7-AD10 -- Tied to A7-A10 on the 2600 and, via resistors, to AQ7-AQ10AD11-AD12 -- Tied to A11-A12 on the 2600AQ7-AQ10 -- Tied to A7-A10 on the RAM and ROM and, via aforementioned resistors, to AD7-AD10AQ11-AQ14 -- Tied to A11-A14 on the RAM and ROMRamRW -- Tied to the R/W pin on the RAM, and A15 on the ROMRAMCS -- Chip-select of the RAMROMCS -- Chip-select of the ROM (flash)D0-D7 -- Tied to the data bus--used as inputs and for the 'bus-keeper' functionXtalIn -- Input from the 14.31818Mhz crystalspares -- Used for debugging; may also be usable for adding an EEPROM, LED, or other feature.The CPLD is thus capable of mapping any address to any 128-byte block of RAM or ROM, but when it's plugged into the 2600 it does not have control of the lower address bits even though it can see them.The use of resistors on A7-A10 provides a couple benefits: It allows the chip to control A7 if needed (as in Superchip games) but does not waste a macrocell if such ability is not needed. In bank-switching schemes, like 4A50, where the output address should either be taken from a particular set of latches or from the input address, the resistors provide an "almost-free" multiplexor. When the AQ outputs are enabled, the address pins will be driven by their corresponding latches; otherwise they'll be driven by the input address. The first prototype only had the A7 resistor on-board (A8-A10 resistors were soldered on later). The next batch of prototypes will include them on-board.Although the 4A50's ability to bank-switch much more memory than earlier designs is simply a consequence of the larger memory chips used, there are a few aspects of its design that are unique. These include "magic RAM writes", "hotspot MSB discrimination", and "memory-mode presets".Magic RAM writesTo understand magic RAM writes, one must first understand how existing RAM cartridges work. Because the 2600 does not provide a read/write signal out to the cartridge port, cartridges have no inherent way of knowing whether a particular cycle is a read or a write. What most RAM cartridges do is allocate two ranges of addresses for the RAM: one for reads and one for writes. A read access to the read range will read the corresponding memory location; a write-address to the write range will write it. Write accesses to the read range will produce bus contention (bad), and read accesses to the write range will cause garbage data to be read and written (and the data read may not match the data written).In something like the Superchip with 128 bytes of RAM, doubling the address space from 128 bytes to 256 is no big deal. There are still 3840 bytes of address space left for the cartridge. With larger RAMs, however, things become problematic. In 3E bankswitching, RAM banks are limited to 1K because 1K of RAM uses up 2K of address space.The magic RAM write trick eliminates the requirement for a separate RAM space. It does this by taking advantage of a few observations: The modern RAM chips can be read in less than half a cycle The Xilinx CPLD features a "bus hold" function that will weakly try to hold the data bus high when it's high and low when it's low. Neither the 6507 nor any of the other chips on the data bus have any trouble overpowering the CPLD's bus-hold circuitry when they "want" to, but the bus-hold circuitry can keep the bus state stable when nothing is deliberately driving it. Writing a RAM address with the data it already held is harmless. The 6507 only drives the databus during phi2 when it wants to perform a write cycle. Using all of these facts together, the 4A50 cart RAM cycle performs a read after the address is stable, then--while keeping the chip selected--hits the /WE line shortly before the 6507 drives phi2. The RAM chip-select is then released shortly before the 6502 releases phi2. If the 6507 is performing a read cycle, it will read the data that was put on the bus during phi1 and held there by the CPLD. That data will then get written back to the RAM when the chip-select is released. If the 6507 is performing a write cycle, the data that was read from the RAM will be overwritten by the processor's data, and that will get written into RAM when chip-select is released. This technique produces nice waveforms on the data bus with the Heavy Sixer and the 2600jr. The 7800 seems to have pullups on the data bus which make things somewhat marginal, but testing instructions with many consecutive bus float states (e.g. "LDA (0,X)") suggests that things should be stable there as well.Note that the magic RAM write trick requires that the cartridge know when phi2 is going to start/end. This can be inferred by counting 14.31818Mhz clocks following a change of A0. This will work nicely for NTSC machines, but PAL machines will require the use of a different oscillator. Otherwise, code executing in RAM that performs an STA WSYNC that idles the CPU for 75 cycles will likely fail.Hotspot discriminationOn most 6502-based systems, reading a random RAM address is generally pretty harmless. On a 2600 running a 4K cart, the only read operation that will have any sort of side-effect is a read of the RIOT timer (which clears the interrupt latch). Unless software happens to use this latch (the interrupts themselves are not used) even that read will be harmless. Thus, it is safe to do things like use the "BIT abs" opcode to harmlessly skip over a two-byte instruction without worrying about what instruction is being skipped.On typical bank-switch carts, there are a few more addresses which can cause trouble, but there still aren't a whole lot. Superchip carts add bigger 'problematic' address ranges (reading the "write addresses" of RAM is bad), and the Supercharger has an even bigger one. Any accidental access of the form $N0xx (N being odd; xx being anything) can spell disaster. So trying to skip over something like "ORA #$10" will trigger an access to $1009. Oops.To alleviate this problem somewhat, the 4A50 cartridges will ignore any access to a bank-switch hotspot unless the previous byte fetched was $6X or $7X. Thus, the hotspot at $68A9 will be triggered by "BIT $68A9" but not by "BIT $0809" or by a BIT instruction that's used to skip over an "LDA #$08" instruction (which would access address $0809). Although a programmer could still get tripped up by trying to skip over e.g. an "LDA #$68" instruction, operands of the form $6x-$7x seem like they'd be less common than many other values.Memory Mode PresetsOne thing that's often desirable in a bank-switching scheme is to allow the programmer to switch among many banks efficiently. Unfortunately, conventional techniques for allowing this require bank-switching hardware to include registers to hold the different bank selections among which the program will switch. In a part with 36 macrocells, that approach simply isn't going to fly; even in a part with 72 macrocells, it can only go so far.What the 4A50 bank-switch method does to alleviate this is to use RAM instead. RAM addresses from $E8 to $FF are reserved for magic bank-switch hotspots. Reading or writing one of those will cause the value read or written to be loaded into one of the CPLD's bank-switch registers; consequently, it will "feel" as though the CPLD has twelve more bank-switch registers than it really does.Note that accesses from $01E8-$01FF will not trigger these hotspots. Although it is important that any of those hotspots that is actually used not overlap the stack, code which doesn't need all twelve of the hotspots may place the stack on top of the ones it doesn't use.
  9. Hello friends, I recently came into some new Super Famicom hardware, including two mystery controllers that I absolutely cannot find any information on. I suspect they are nothing special but I'd like to be sure. This forum seems like the perfect resource, full of knowledgeable folks who might be able to identify such things. Please see attached images. The controller is called the "Master Blaster" which really complicates getting a decent google search. I have two, non-functional and one functional but in need of silicon repair. I don't have the means to try and fix the non-functional one. Just wondering if some museum would benefit having these before I potentially get rid of em. Thanks!
  10. I’m excited to show you the OdysseyNow Game Pack, the result of a lot of research and development at the Vibrant Media Lab that I direct in Pittsburgh. We’ve developed a brand new game card for the Odyssey (the first one not designed by the Magnavox team), a brand new accessory controller (the first created besides the original light rifle), and a set of three new games. This was all produced as part of the OdysseyNow project, which you can read more about in another AtariAge thread. Here’s a glimpse of the games… Tannhauser Gate In a remote wing of a remote galaxy, on the frontiers of cosmic knowledge, lies Tannhauser's Gate, a colossal directed energy beam fed by a spacio-temporal anomaly of seemingly ceaseless energy. On the other side of the Gate is The Expanse, one of the most mysterious and deadly regions of outer space yet discovered, a zone that seems to vacillate in its allegiance to the laws of the quantum to the laws of the galactic. Spacetime here seems to have a will of its own. Charybdis, a black hole, lies not far from the Gate, and is clearly related to it in some way. Crimson Maw, a mostly uninhabitable planet, nonetheless provides researchers in the area with an ample supply of both common and rare minerals. Unfortunately, the planet and its single natural satellite, “Odysseus,” are isolated from the gate by the massive parade of interstellar stone known as the Scyllan Corridor. Closer at hand, yet surprisingly more barren, is the planet Coronation. Because few minerals or supplies of interest can be found there, it is used mostly as a garbage dump. Such is the fate of even the most regal of mineral-poor planets. Multiple interstellar civilizations have sent researchers to the area, mainly in an attempt to understand the intergalactic wormhole that serves to connect this remote spot to the energy-rich Flywheel Galaxy via Quantum Refluctuation. While ostensibly a demilitarized zone, Tannhauser Gate is plagued by intense rivalry over the scientific knowledge that it provides to its sponsoring corporations, governments, and collectives. These researchers must uneasily share a moon base shielded by the Gate. To venture beyond its boundaries is to be bombarded with a relentless stream of dark particles. No shields can last for long. While an interstellar team of engineers has managed to harness the local energy flux to construct the Gate, its operation remains partially at the whim of the energy patterns that feed it, making the expanse beyond the Gate even more risky to explore. For this reason, the largest scientific collective to currently study the area has created a specialized, long-range scanning platform. Located safely behind Tannhauser Gate, it launches and receives C-beams capable of probing any form of matter. Their rivals, however, use replicant-manned spacecraft to explore outside of the Gate, directly. Take on the roles of the Scanner, Explorer, and Gate Keeper as you compete to complete your missions and disrupt your rivals. Will you be the one to discover the secret of Tannhauser Gate? Tannhauser Gate is a 3 player game that makes use of a newly designed game card (#13). This card includes an external Aux jack and a “Switch Controller” that attaches to it. The card generates the Tannhauser Gate. The switch controller opens and closes the gate. The Gate Keeper player draws a special Gate card at the beginning of each round, which contains a special gate pattern that must be followed. The Scanner player remains stationary throughout the round, but may send C-beams (represented by the Odyssey’s ball) through the gate to scan various objects in the expanse beyond. The Scanner draws Scan cards that provide specific assignments to carry out. Meanwhile, the Explorer must charge up their ship, activate their life support system, wait for the right moment, and zip out into the expanse, attempting to complete their missions (given on special Explore cards) and return to safety inside the gate before their ship is destroyed by the energy fields of the expanse. This is extremely risky, however, as misjudging the ever-changing rhythm of the gate could cause the ship to implode before it can reach safety! In addition to Game Card #13 and the Switch Controller, Tannhauser Gate makes use of the Damocles controller, the first Accessory controller for the Odyssey besides the light rifle. The Damocles controller plugs into the ACC port on the Odyssey. When Player 2 presses the large red button on its face, a countdown timer lights up and begins counting down. When it hits zero, it extinguishes your on-screen player spot. Its button also lights up red to remind you that you’re dead! A white “regen” button allows you to regenerate your ship when the time is right. In Tannhauser Gate, all three players are doing completely different tasks using completely different tools, yet all three interact in unexpected ways (the gate can bounce the Scanner’s C-Beams away as well as “lock out” the Explorer at a crucial moment, Scan missions can require the Scanner to scan the Explorer, and Explore missions sometimes require the Explorer to intercept C-Beams. The results ensure that no two games of Tannhauser Gate are the same! Fukushima Fukushima is the first-ever cooperative game for the Magnavox Odyssey. Two players are placed inside the Fukushima Daiichi nuclear power plant and must work together to prevent the inevitable: a meltdown. Each player takes on a different role in the plant. Player 2 uses the Damocles controller to continually complete a Cooling Cycle, while also assisting Player 1 complete a progressively more difficult Maintenance Cycle, which involves directing the ball to specific points while also activating particular buttons at specific times. This would be enough of a challenge as it is, but a third player with a timer consults a Meltdown reference card and at the appointed times calls out various new disasters that the players must contend with. (Note: If you only have two players, you could also make a recording of the Meltdown Cycle and play that back during gameplay.) The game starts out easy, but gets progressively more difficult as you try to beat the clock to safely shut down the reactor before it fully melts down. Because the game has a delineated set of “levels,” you can easily track your progress. Your team can even compete against other teams for a high score (level achieved + time survived at the point of failure). No one here has been able to beat the game yet. Maybe you can? Fukushima is not only the first coop Odyssey game, but is also the first to utilize the “Wall adjust” control on the console itself. In this game, the wall represents the reactor’s containment barrier, which must sometimes be moved by the players to gain access. But be very careful: when the containment barrier is open, you must prevent the ball from entering the core or it will instantly melt down! Fukushima requires game card #13 and the Damocles controller. Super Cat and Mouse: Cheesy Castle At OdysseyNow, we are big fans of the underappreciated Cat and Mouse game on the Odyssey. We think that a fun concept and mechanic was undermined by substandard production design, and have decided to re-invent the game by giving it a proper setting: a medieval castle. Now, the mouse must collect cheese strewn about the castle by lazy humans, while avoiding the King’s fierce cat! As the King’s cat, of course, you must rid the castle of that peasant vermin.
  11. I have just made an interface for the Atari trackball to the TI-99/4a. The Atari trackball works like a joystick that needs a +5 to power the sensors. it's essentially an upside down ball mouse. So what I did was create a standard Atari to Ti-99 joystick interface cable then on PIN 7 I attached a +5 from a battery for the Atari trackball sensors. believe it or not it works. Except, and this is the odd part I can't figure out, when the trackball is attached the keyboard display automatically goes into lower case. clicking the alpha lock does nothing and pressing shift will make the upper case letters appear but it will default back to lower case. also, you still have to turn off the alpha lock to enable 'up' on the trackball. this effect happens rather the +5 is attached or not. doesn't seem to effect the TI-99 adversely except throwing it into lower case. ideas?
  12. I am considering the next stage of Intellivision collecting - hardware. Of course I have the stock PAL country equipment - brown console(s), brown ECS(s), Intellivoice(s) (haven't a keyboard yet but will get there). The peripherals like the system changer and video plexer - do they have compatibility issues with consoles? I think I read somewhere that the system changer couldn't be used with an original console without modification, does this apply to a Sears console too? What about INTV III, Tandyvision and Sylvania? I'm guessing that the system changer needs to be teamed with a US console for power and video compatibility. Are there any other known compatibility issues?
  13. Here are two pictures of a power adapter I got on ebay a few years ago. The joker advertised it as an Atari 2600 Jr. power supply and it is way too big to even fit that system. After searching the web for its model number it looks like it's for something called the "video arcade," however sources list that as a 15W supply. This one is 9W. So what would this be for? Maybe a video arcade but with a different wattage?
  14. OdysseyNow Game Pack 2 is now available to pre-order! It includes 3 games, an Odyssey system upgrade, and a set of major new peripherals: Left and Right English Splitters. We've set up a simple Paypal webstore for this, here. We are only producing 15 copies ever of this set. Paypal is keeping track of inventory. It will only take your money if copies are still available! I'll update this post once they are sold out. Read about Game Pack 2 in this thread. For more discussion on this, and early announcements, please consider joining our Facebook group devoted to Odyssey and early video games. We are have produced everything included with this set except for the scoreboard listed below; we are waiting for those to be produced. When we receive them, all orders will ship. It could be in December, or at the latest, early January. All proceeds from these sales go toward funding the OdysseyNow project, to research and develop more hardware and games for the system! Here's the complete list of contents: Left English Splitter set (Splitter Base + English Controller) Right English Splitter set (Splitter Base + English Controller) English Splitter Instructions Wall Adjustment Upgrade kit Danceoff overlay Danceoff plastic dancer pieces (6 red and 6 blue) in velveteen bag Dice X2 (black and red) Danceoff Instructions Team Volleyball Overlay Team Volleyball Instructions Soccer overlay (recreation) Soccer Instructions (reproduction) Soccer dual-wheel scoreboard (85% scale reproduction)
  15. Hi, recently bought a 1050 where a Happy-Clone from IRATA (Berlin Germany) is installed. It also runs flawlessly, only it has a few more contact surfaces (see picture), and I can not find ANYWHERE documents. So I wanted to know if any of you still have information about it (Schematics, Switches like "Speed on/off" a.s.o.) It is also recognized by Happy-Tooldisk 1 as Happy, and the tests run completely, except for ROM positive - But I had the same with another Happy-Clone that it hooked right there, which is also logical, because the values of the EPROM are not 100% those of the origin. I just want to know what else I can do with it, that is, what else I can connect and above all where on the PINS. And important : What features are included? tya for reading 🙂
  16. Hi all, I've got a problem with a 600XL and I'm not sure how to solve it. When the machine is started up it immediately goes into the memory test and the 2nd ROM test is red as shown in the screen shot. Here's the things I've done: Swap GTIA with 800XL and chip works fine. Swap ANTIC and things work. Swap Pokey and things work. Swap Sally and things work fine. Swap PIA and things work fine. Swap BASIC ROM and things work fine. Swapped OS ROM and the 800XL had a black screen. Performed the composite mod from Best Electronics. Ordered new CO61598B from Best Electronics. The new CO61598B is giving the memory test failure. I did the composite mod to the 5-pin din and after the mod was done it booted to the Ready screen once, then the memory test failure each time after that. I've tried the new CO61598B in the 800XL and it does the same thing. I haven't tried the CO61598B from the 800XL in the 600XL because I'm afraid that something in the 600XL is blowing out the chip. Is there anything I can check to make sure that there isn't something in the 600XL causing the problem with the OS ROM? Thanks for your help, I appreciate you reading through this long post.
  17. Since I was a kid playing my old 2600 I wish I could pause the game every time my mom would push me to do something she deemed more important than playing video games (like there was such a thing!!). Shower, dinner, homework, whatever. All sorts of useless activities which would inevitably force me to start the quest for that new level all over again. Later, the wife took over the pushing task from my mom with renewed energy and the problem would just not go away... Then the blessed Victor Trucco came up with the long needed pause mod for the 2600, but I just couldn't get myself to punch a hole on my old friend to install the pause switch! A while ago I came up with a version of Victor's circuit which had a proximity sensor instead of a physical switch. That worked well for a while, but I had to put a sticker on the console to mark the place where the sensor was installed. Still not exactly what I wanted. Finally, I came up with a different approach: to use the color switch to pause the game. I never really used the color switch so it seemed like a good compromise. So here it is, a pause circuit which does not require any external modification to the console plus a few extras: 1. The installation is a bit simpler: there is no need to cut any tracks or remove the pull up resistor from the RDY line. 2. If the console is turned on with the color switch in "B/W", the pause is disabled and you can switch between color and b/w like it was originally intended to. 3. There is already a dedicated line to mute the audio channel, so no need to use an extra diode if you want to mute during pause. 4. It can be easily integrated with composite video mods to black out the screen during pause. 5. It is a lot smaller than the original board I tested it on my old console and it works fine: I made a few extra kits, so if anyone is interested, I can sell them for 9.99€ plus shipping from Europe (about 3.70€ for international shipping to any country). If anyone is interested in reselling just pm me and we will figure out a better price. I will work on an installation manual if there is interest.
  18. Truths: the FinalGROM has a massive amount of storage space. the TIPI also has a massive amount of storage space. So the question is, on which device you store most of your games? While the poll is anonymous, please feel free to tell us WHY you have one preference over another.
  19. Just got a CF7+, like it. But, it seems to act flaky loading binaries when attached through my speech synthesizer. I have seen mixed comments on if the CF7 is compatible with the speech module. One guy has a web page on how to bypass ( http://gtello.pagesperso-orange.fr/ti99_e.htm ) it while I have seen pictures of people having their CF7 attached through the speech module fine. P.S. someone else also commenting on issues loading binaries http://newsgroups.derkeiler.com/Archive/Comp/comp.sys.ti/2008-11/msg00003.html Any thoughts.
  20. I don't know how much this topic has been debated, but was the outdated hardware also part of the reason of failure? I mean, the Atari 7800 had only 48KB of memory while a lot of other machines of the day had over 100. The processor, 6502, was pretty outdated at the time--it ran at 1.19GHz or 1.79GHz when clocked, while even the cheapest of ran a safe 3MHz. From a technical standpoint, the Atari 7800 was badly outdated. Those specs on an Atari 2600 or 5200 would have been fine, but by time it came to 1986 the market doodling with the over 10MHz range. Now, you may say that my theory leaves out two things: price & the crash. Well, yes, those are two good points, but the ZX81 -- the cheapest computer of the 80s (priced at $100) had 64KB of space and ran at 3.25MHz. At the price of $140, the Atari 7800, and considering the success of the 2600 and 5200, it made me think: why didn't Atari just come up with it's OWN processor? Atari was a huge company, why not create their own? Although the Atari 7800 didn't fail with sales, heck it had 1.77 million of them, but I see a reason why developers weren't enthusiastic about developing games: for it's day, it was outdated. Their games had to be pretty limited to fit the RQ of the Atari 7800. Alright, thanks for reading, this was just sorta a question I had for the community: Was the outdated hardware another reason for failure in the Atari 7800? (Yes or No) Please note I am in no way trying to bash the 7800, it was a good system.
  21. I've been experimenting with video playback on the Atari with the SIDE cart, and I've run into a problem with the I/O that I was hoping someone with IDE experience could shed light on. For the most part it works, but there's a problem where a byte is getting dropped from the IDE device. Here's a ready to go emulator setup so you can see what it's supposed to look like (3MB, too big to attach here). The SIDE drive is already configured when you launch Altirra and you just have to load the player executable. http://www.virtualdu...r/side-movie.7z ...and here's what I'm occasionally getting on the real hardware: I'm using 8-bit transfer mode with a 32 sector block size and the READ MULTIPLE command, with a 512MB CompactFlash card. It was much worse when I was using the plain READ SECTOR command, and adding a DRQ wait at the beginning of each sector didn't help. I reset the device and configure it for PIO mode 6 before playback. I have a 15KHz IRQ running to do sound and to flip PRIOR, so I don't have a lot of cycles to spare for workarounds and definitely can't afford to re-read sector blocks. I've confirmed that the I/O is happening fast enough to avoid buffer underruns in the player and that no errors are getting signaled by the drive. Any ideas? side-player-src.zip
  22. Hello all, I'm new this forum. I've been reading through a lot of the post here and this is great stuff. I used to have a silver and black TI-99/4A back in the '80s when I was going to college. I had a PEB with 32K card, an RS232 card, a P-code card and the disk controller card with 1 SSSD drive and DSDD (used n DSSD mode), a speech synth and bunch of software and cartridges. Over the year I got rid of all of the hardware and software (kicking myself now!). So recently I picked up a 99/4A, a PEB with a SSSD drive, RS232 card, a speech synth and 32k side car. I also picked up XB, E/A (complete kit) and a Mini Memory (no cassette, so no Line-by-Line assembler). The console work great! The speech synth works, the PEB works and 32k side car works. However, I'm having an issue with getting the 32k side car and PEB working together. Individually they are working just fine but when I attach both of them to the console at the same time, the console looks up. No spash screen so no way to get to BASIC or XB. When I power on the PEB, the interface card lights up, then when I power on the memory, the interface light on the PEB goes off. When I power up the console, the interface and RS232 card both light up in the PEB and the console is locked. The speech synth works when plugged into the memory side card and the with the memory powered on. What could be the issue with the console, memory side card and PEB not working together? Any ideas on how I could further trouble shoot this issue? Thanks, Gary
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