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Found 95 results

  1. Hi guys its been a while since i posted on the forums however, My sound (monitor output sound, don't have rf box) is not working. I did a couple measurements with the multimeter on the POKEY and it seems that it does have voltage output at pin 37 (read that on forum where someone had the same audio problem with their 130xe) Personally, I have a hunch that it's not the POKEY chip itself rather it's a capacitor or resistor in the sound circuit since I'm pretty sure POKEY handles I/O and keyboard scanning (both of which work tested the disk drive with emulation with aspeQt/SIO2PC, however cassette playback does not work.) So I guess my question is should I just skip trying to get a donor POKEY and attempt to troubleshoot the sound circuit (potentially just shotgunning the entire circuit and replacing it all until it works)? I would gladly accept any advice from anyone! Thank you! I have the schematic of all the resistor/capacitor values here http://www.jsobola.atari8.info/derelit/xefsm.pdf
  2. I got an old odyssey 4000 from an attic a month or two ago, and I've been trying to get it working. I have the service manual and I made an attempt at an av mod based off of a thread I read here. The audio works, the system starts, and it seems like the game is running, but there is no video output to the tv. There is also not the voltage the service manual says I should have at the video out pin, or anywhere I can tell it connects to. Can anyone advise on what to check?
  3. Hi again, Did a bit of restructuring and now it seems to go to the correct bank on power up. The issue I think is right after that it jumps into no man's land a.k.a RAM and never returns which results in a black screen with a brown messed up playfield and a horrible death sound. 😝 The strange part is bank 0 is so small it is latterly only a few bytes in size with only a few calls to the required syncing subroutine, and then the title screen kernel which draws the title screen using the playfield and yes all the graphics are in the same bank. Links Source Listing Binary
  4. Hello all, long time reader, first time poster on the forums. I recently picked up a junk Coleco Telstar Combat system made in ‘77 for a couple dollars. It was pretty roached, but it’s a rather obscure system so I couldn’t pass it up. However, after getting it all cleaned up, I plugged it to my TV to test it out, but all I got was static and no signal. I tried many times turning the system off and on but mostly no signal would appear at all. Sometime a staticky signal would fade in and out, but it was very inconsistent. Once, I even got a vague image of the actually game screen to appear for a few seconds. I’m fairly confident that the video cable coming from the system itself is not the issue and I have it hooked up to a known working RF switch that works well with my Atari 2600. So, I opened the system back up, removed the RF shield, and began to adjust the RF inductors (I’m using a modern tv). ( I attached pics for reference) There appears to be 2 RF inductor adjustments under the shield, and a screw adjustment at the top right corner of the board. I started adjusting the orange (bottom) inductor but that only caused the video to go from no signal, to staticky image, back to no signal. So I tried to adjust the white (top) RF inductor, but it wouldn’t budge. Upon further inspection, I saw the slot inside this inductor had several cracks. I desoldered the inductor from the board to examine it further, but couldn’t get it to budge. After resoldering it back on, I still have the same issue, however, the static signal seems to become more and more scarce, leaving me with no signal as I fiddle more and more with the inductors. I also tried adjusting the screw adjuster to no avail, but I’m not really sure which RF adjusters I should/need to adjust. Would the cracking in the inductor be enough to inhibit the video signal completely? Is there anything else that could be causing this issue besides the inductors? I have a rather limited knowledge on electronics as I have only been attempting retro repairs for about a year and a half, so any new nuggets of knowledge are greatly appreciated! This is a really neat and rare system that I would like to have working in my collection. Feel free to ask questions if something isn’t clear. Thanks in advance! (Note: I have the same problem regardless if I’m using batteries or the power supply).
  5. Hi, Quick question, right now I have a 8k game using the standard F8 bankswitching scheme. Say I wanted to upgrade it to a 16k game via F6, how would I go about doing that? Do I just add the extra needed banks or is there a more precise procedure required?
  6. I am using this bit of code to decide if the velocity is going to be positive or negative when a new game is started. GetRandomByte lda Random asl eor Random asl eor Random asl asl eor Random asl rol Random ; performs a series of shifts and bit operations rts jsr GetRandomByte ; generate a random number lda #%10000000 ; 1 in most significant bit mean greater then 127 bit Random ; was it less then 127? bne RandomVX ; if it was then branch lda #$ff ; set the starting duck's x velocity to -1 jmp RandomVXDone ; and jump cause we're done RandomVX lda #$01 ; set the starting duck's x velocity to 1 RandomVXDone sta DuckVX ; store duck's initial x velocity jsr GetRandomByte ; generate a random number lda #%10000000 ; 1 in most significant bit mean greater then 127 bit Random ; was it less then 127? bne RandomVY ; if it was then branch lda #$ff ; set the starting duck's x velocity to -1 jmp RandomVYDone ; and jump cause we're done RandomVY lda #$01 ; set the starting duck's x velocity to 1 RandomVYDone sta DuckVY ; store duck's initial y velocity However no matter what the velocity always stays the same. Bin: https://www.dropbox.com/s/ikjnebg1moyn0k4/duckgame.bin?dl=1
  7. I'm not sure if anyone can help me with this, but ! Here goes ! I recently found a good emulator for the NEC PC6001. I need it to complete a video for my youtube channel but I'm having difficulties getting it to run a .cas image for pac-man that I found on Archives.org. I have't been able to find an alternate image of this game anywhere online. I do know it exists because of this. http://p6ers.net/hashi/emupacman.html I've tried to make it work in Mess & with PC6001VW Emulator to no avail. Anyone know where I can get an alternate rom image to work with this emulator. Because so far I'm turning up nothing in my searches. Attached are the clips I currently have.
  8. I am having a small issue with my code. I am trying to get the duck to stop when it reaches the top after hitting the flyaway state. However no matter what I try the code gets ignored. Source Code Relevant section Any of you experts have any ideas on what's going on?
  9. This forum has a lot of information hidden away in its depths. The repetition of the same questions indicates that locating that information is not as easy as it could be. Ideally I would like to create a metasearch so you could use one search box- but you would be deluged with possible answers and I don't have the resources anyway. So... I have created a page of searches for you to use. In some cases you need to prefix your search with "ti-99/4a" in quotes to focus the results on our favourite computer - I have noted this when especially relevant. How you use quotation marks is important in reducing unhelpful results - but overuse may cause you to miss something, so practice with varying search forms. Just putting lots of words without quotation marks is not usually useful and just one or two words may overwhelm you.. If I have omitted a resource rich web site (which does not require javascript!) do let me know.and I will update this offering. So- open this htm file in your browser and save it to your local machine where you can then open it at will. Have fun tisearch.htm
  10. Hey there everyone, I just started learning to program the Atari 2600 in Assembly recently and I think that I have learned a great deal. However, I seem to have hit a road block. Initially, when I first started programming playfields and backgrounds, I plugged the values in line by line like this: .fctbNone{ color:#e0e0e0; }.fctbStyle0{ color:#adff2f;font-style:oblique; }.fctbStyle3{ color:#ffd700; }.fctbStyle5{ color:#ee82ee; }.fctbStyle4{ color:#00bfff; }.fctbStyle2{ color:#ffa500; }.fctbStyle1{ color:#00ffff;font-weight:bold; }.fctbStyle1Style3{ color:#00ffff;font-weight:bold; }.fctbStyle2Style3{ color:#ffa500; }.fctbStyle6{ color:#ff6347; }.fctbStyle0Style6{ color:#adff2f;font-style:oblique; }; < GAME TITLE >; < AUTOR > processor 6502 include "vcs.h" include "macro.h" ;---------- LABELS ----------;---------------------------- SEG ORG $F000Reset; Initialize TIA/RAM; ------------------ LDX #0 LDA #0 Clear STA 0,X INX BNE Clear ; Initialize Labels; ----------------- COMPILE_VERSION = NTSC NTSC =#1 LDA #%00000001 STA $82 LDA #$BC STA COLUPF LDA $82 STA CTRLPF ; Start Game; ----------StartOfFrame LDA #0 STA VBLANK LDA #2 STA VSYNC ; VSYNC Signal STA WSYNC STA WSYNC STA WSYNC LDA #0 STA VSYNC ; Vertical Blank LDX #0 VerticalBlank STA WSYNC INX CPX #37 BNE VerticalBlank ; Scanlines LDX #0IDIOT INX LDA #$C4 STA COLUBK STA WSYNC CPX #40 BNE IDIOT LDA #$C4 STA COLUPF LDA #$0 STA COLUBK LDA #%11111111 STA PF0 STA PF1 LDA #%10111111 STA PF2 MORAL INX LDA #$CA STA COLUBK STA WSYNC CPX #42 BNE MORAL LDA #%11100000 STA PF0 LDA #%11001111 STA PF1 LDA #%00011111 STA PF2CORAL INX LDA #$CA STA COLUBK STA WSYNC CPX #44 BNE CORAL LDA #%11000000 STA PF0 LDA #%10000111 STA PF1 LDA #%00001111 STA PF2NORAL INX LDA #$CA STA COLUBK STA WSYNC CPX #46 BNE NORAL LDA #%10000000 STA PF0 LDA #%00000011 STA PF1 LDA #%00000111 STA PF2STEVE INX LDA #$CA STA COLUBK STA WSYNC CPX #48 BNE STEVE LDA #%00000000 STA PF0 LDA #%00000001 STA PF1 LDA #%00000011 STA PF2PTEVE INX LDA #$CA STA COLUBK STA WSYNC CPX #50 BNE PTEVE LDA #0 STA PF0 STA PF1 STA PF2BIGB INX LDA #$CA STA COLUBK STA WSYNC CPX #110 BNE BIGB BIGBB INX LDA #$2E STA COLUBK STA WSYNC CPX #130 BNE BIGBB BIGBBB INX LDA #$2C STA COLUBK STA WSYNC CPX #150 BNE BIGBBB FED INX LDA #$0 STA COLUBK STA WSYNC CPX #192 BNE FED EndScreen LDA #%01000010 STA VBLANK ; Overscan LDX #0Overscan STA WSYNC INX CPX #30 BNE Overscan ; Next Frame ; ---------- JMP StartOfFrame ORG $FFFA .word Reset .word Reset .word Reset END Thanks all! But while I was continuing in the tutorials, I found that my original methodology isnt really going to work (or will it? please let me know!) especially working with a great deal of sprites and backgrounds. So, I have found that most people tend to do play fields more like this: .fctbNone{ color:#e0e0e0; }.fctbStyle0{ color:#adff2f;font-style:oblique; }.fctbStyle3{ color:#ffd700; }.fctbStyle5{ color:#ee82ee; }.fctbStyle4{ color:#00bfff; }.fctbStyle2{ color:#ffa500; }.fctbStyle1{ color:#00ffff;font-weight:bold; }.fctbStyle1Style3{ color:#00ffff;font-weight:bold; }.fctbStyle2Style3{ color:#ffa500; }.fctbStyle6{ color:#ff6347; }.fctbStyle0Style6{ color:#adff2f;font-style:oblique; }; < GAME TITLE >; < AUTOR > processor 6502 include "vcs.h" include "macro.h" ;---------- LABELS ----------;---------------------------- SEG ORG $F000Reset; Initialize TIA/RAM; ------------------ LDX #0 LDA #0 Clear STA 0,X INX BNE Clear ; Initialize Labels; ----------------- COMPILE_VERSION = NTSC NTSC =#1 LDA #%00000001 STA $82 LDA #$BC STA COLUPF LDA $82 STA CTRLPF PFG0 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010PFG1 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010PFG2 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010; Start Game; ----------StartOfFrame LDA #0 STA VBLANK LDA #2 STA VSYNC ; VSYNC Signal STA WSYNC STA WSYNC STA WSYNC LDA #0 STA VSYNC ; Vertical Blank LDX #0 VerticalBlank STA WSYNC INX CPX #37 BNE VerticalBlank ; Scanlines LDX #0 ;THIS AREA IS ENCLOSED FOR THE PASTEINGLDY #0Woah LDA PFG0,X STA PF0 LDA PFG1,X STA PF1 LDA PFG2,X STA PF2 INX STA WSYNC cpx #190 bne Woah;FINISH AREA LDA %00000000 STA PF0 STA PF1 STA PF2FED INX LDA #$0 STA COLUBK STA WSYNC CPX #192 BNE FED EndScreen LDA #%01000010 STA VBLANK ; Overscan LDX #0Overscan STA WSYNC INX CPX #30 BNE Overscan ; Next Frame ; ---------- JMP StartOfFrame ORG $FFFA .word Reset .word Reset .word Reset END So once I tested this I found that I only got some of the playfield filled, the other parts are random. why is this? Can it be fixed?
  11. I was thinking of Modding my 2600 JR to output AV video. I did a mod to my JR around a year ago, and i ended up killing my board when i tried changing the jacks on it, and i can't find the original posting for the mod i Did. I saw this AV mod for the JR, and i was wondering how well it worked. https://atariage.com/howto/composite.html I think i remember some people saying the video quality wasn't the best, but I am just looking for something that is reasonably good enough to use. If the link does not work just try googling "atariage 2600 jr av"
  12. Hey guys. I've seen a lot of good help on this forum that I've used to help me diagnose my Atari 2600 4-switch that has not worked ever since I tried to install a widely used composite mod. (Kit Link Here) I installed it using an instructable (Instructable Link Here) I followed all instructions including removing q202, r209, r222, and c205, aaaaand... nothing it didn't work. (note: when I say nothing, I mean the TV says no signal.) I suspected bad connections but that wasn't it. I tried re-soldering the old components and that did something for a while but then it stopped. Next I thought that it wasn't getting enough power so I checked the power supply and 5v reg. Both were just fine except the 5v Reg had 2 of it's pins crossed. After uncrossing them I got some video for about two seconds and then it quit. (see attached video) I thought it was the chips now so I replaced all 3 (TIA, RIOT, and CPU) and this put me back to the same old no signal screen. I tried the old chips on a working system (w/o composite mod) and they gave a black screen. Not sure what to do at this point. Nothing is abnormally hot. Maybe my somewhat noob soldering skills maybe be a problem Cheers, kalgran Glitching.mp4
  13. I recently bought a broken intellivision off of eBay, and after messing around with it i believe that the problem is the CPU. I don't have a working unit, or any other units for that matter. I was hoping i could find a new cpu (preferably a whole board, in case there is any other problems with it) from someone on this form. I really want to try and play some intv games, especially since they are cheap.
  14. I am trying to get my "character" to bounce between the left and right parts of the screen. Here is the code I'm using: First, the global equates: LEFTBOUNDRY equ #20 RIGHTBOUNDRY equ #144 and then the actual code: ; pet movement code lda PetX ; load pet x position into accumulator clc ; clear carry flag adc PetVX ; add the pet's velocity constant sta PetX ; store pet's new x position cmp #LEFTBOUNDRY ; does it intersect the left boundry? bcs SkipReversePetDirection ; if not branch cmp #RIGHTBOUNDRY ; does it intersect the right boundry? bcc SkipReversePetDirection ; if not branch lda PetVX ; load the pet's x velocity eor #$ff ; negate it adc PetVX ; add pet's current velocity sta PetVX ; store the pet's new velocity SkipReversePetDirection Also here is a link to the full source code: https://www.dropbox.com/s/6g6fmpmksvx7dmo/Source_11-14-18.zip?dl=0 Thanks for the support so far, Heroes & Shadows
  15. I having been trying to find a text editor that supports Basics Programming but I have not been able to find one. Do you guys know of any that I could use? Also, do you know if there is a IDE that allows one to use things such as intymusic and intycolor?
  16. 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.
  17. Hey all, I haven't been using my TI much as of late, and I wanted to get back into things with a nice game of centipede. I don't own the game, but I have a ROM of it and in the past was able to play it using the editor assembler cart along with my nanoPEB so that I could assemble and run the game from my CF card. Unfortunately, I cannot remember how to do it now. Everything is set up, I have the editor/assembler diskettes on the CF card as well and they are working just fine. I can load the assembler and everything, I just can't figure out how to get this centipede assembly file working. From what I remember I need a .DSK file, and to copy that to the CF card, then I need to mount it on the TI into disk 3, then I need to call something like DSK3.CENT, but that doesn't seem to be working. Any ideas?
  18. Can someone help me do a very simple hack of Space Invaders where the aliens are blue instead of green. It would also be cool if there was a title screen that said "WUW", but if this is not possible or too complicated to pull of then I understand, and it's not completely necessary for what I'm trying to pull off. Mostly I would just like for the aliens to be blue. Can someone help me out?
  19. How do you organize your collection and manage the various cables, controllers and oddly shaped carts? the 2600 has various different shaped carts, if you stack them you can't easily stack the Matel games. what are some of your setups for storing / displaying your games. Large stacks are a pain to take a game in the middle out and easily end up in a mess when doing sso. When it comes to controllers, the joysticks are rather large and won't fit in a standard ziplock bag and the paddle controllers can get a bit messy. Given that some controller are needed for some games you simply can's leave one controller in your system. How do you prevent the ugly rat's nest of controller cables / av cables and everything else. So give your suggestions, show some pics and help the whole community reduce clutter.
  20. I don't know is I'm in the right forum but... I was installing the SMPS Player mod for Sonic & knucles collections by the instructions (without the HQ mod) but all seems quiet but the sfx (when I switch back the .dlls it seems to play fine, so the sound is on). P.S. I would ask on "sonic retro" but its pointless to make a forum account just to ask one question (I've done it before and now I'm bocked out of the raspberry pi forums because I forgot my username and password).
  21. Hi; Today I received a shipment of imagic carts for my 7800 and found that none of them would fit well enough to run. I researched a bit on the forums to find a solution. The given solution was i.e: Remove external housing Find "cart cup" clip corners with scissors I did this to one of the corners and tested before proceeding any further to limit any damage. It worked for most of the games, but one, cosmic ark. So, I clipped another corner of the "cup" and when I went to test it the console wouldn't turn on!!! As far as I can tell (have not removed shield) there is no pieces lose. I ordered a Atari jr. in the mean time so I could still play most of my library, but I would really like to be able to fix the console; It ran beautifully before I mutilated it (no sticky buttons, no game problems, etc.) My Question; Any suggestions to what may be the problem? Any similar experiences? Thanks, - Justin
  22. First of all, Hello everyone, i'm new in this forum. Recently I've bought a Mc will mod for Game Gear and I have a problem: When I press 1 and 2 buttons at the same time, the screen change its scale. Normally this only happens when you press 1, 2 and start button too at the same time. Does anyone know if it's possible to fix it?, becouse is a bit annoying because some games needs to press 1 and 2 bottons at the same time. Thank you in advance.
  23. Could someone help me find out what value these four capacitors are? I'm trying to install a stereo Pokey and the previous owner of my 800XL (which turned out to be quite the frankentari) has recapped it, using huge tantalum caps that are so big I cannot get the pokey board to seat without a liftoff; if I use a liftoff I can't get the case to close so I need to change the caps. Thanks!
  24. This is my first post on any atariage forum, if this is the wrong place to post this topic, then I'll gladly move it. First of all, I just need to give out a big thank you to Random Terrain for the awesome tutorial page (I use it like a bB bible), atariage for this forum, and anyone who worked on batari basic/visual bB. So while testing out my first project this weird glitch came out of nowhere, everything works fine until the player touches (collides) with player1 (the finish flag). When this happens the game starts all over. I assume either a variable was messed up or misspelled, or perhaps players can't collide? (I don't need anything else fixed, I know the movement of the player sucks as well as the collision against walls. I'll be sure to improve those in Max's Maze 2) Max's_Maze_2017_11_2_1723.bas
  25. For some Reason, when you die on the first screen, you go back to the main menu. I have no idea why. Te only reason the player should go back to the main menu is if the player runs out of lives. Yet is goes to the main menu even if the player has 3 lives. I can't see my logical error. I really appreciate everyone who's helped me out. Thank you all! v2.bas
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