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Found 7 results

  1. Hi all. Happy new year! For the past ten years or so, I have been fixing Atari consoles and often I install AV mods as part of the process. At the beginning I was using a simple amplifier as many projects on the internet do, but I was not very happy with the video quality, so I quickly moved to the digital buffer approach. As I convert a far number of consoles every year, from time to time I will run out of PCBs and, instead of just re-ordering the same design, I try to improve it and make it easier to install, better video and audio quality, etc... Around 2018 I joined my AV design with my game pause mod: Here are some examples of my previous mods: The last PCB on the right is the one I used until mid last year. There were a few things I liked about it: It had AV and pause integrated, so it was easier to install than two separate mods There was no need to modify the console case for the AV cable The pause was controlled by the COLOR switch, so no extra switch installation The pause could be completely deactivated and the COLOR button could be used to switch the game to BW It could be mounted directly on top of the TIA and the labels on the pins made it easier to know which pins to connect for NTSC and PAL consoles. The connections were made straight down which avoided making wrong connections As it was time to order PCBs again, I started working on a new design to include some features I collected on my wish list: An easier way to configure the board for NTSC or PAL. On the last board I made, a resistor network for this, which meant I needed to decide if I wanted it to be used for NTSC or PAL as I built the mod and it was not possible to change it afterwards Gemini support. As the Gemini has a different TIA, I had to reroute the connections manually, which made the installation much more complicated and error prone An LED indicator for the pause state Better connections for the AV cable A better solution for the audio and video chaos while the game is paused. The old board had addressed a lot of the problem, but that was a lot of room for improvement So I came up with the design above which has a single jumper to configure PAL, NTSC and Genesis and the legends next to the pins show which TIA pins should be connected for each console type. This makes it easier to install the mod and also change the console type after the board was build. The other features are also included: 2600Mod_en.mov This is how it looks like installed in a Gemini: So far I have converted a couple of dozens of PAL, NTSC and Gemini consoles with this new mod and I am quite happy with the result. This time I ordered a larger number of PCBs though, so if anyone would like get one of these mods, I will soon put them on eBay for 29€, or you can pm me here. Cheers.
  2. ZX-81 pseudo hi-res graphics mode for SuperCharger BASIC I found an interesting way to do ZX-81 pseudo hi-res graphics in SuperCharger Disk BASIC writing this prototype for the 2022 BASIC programming contest! Here's the code and two versions of the Alpha build for Jupiter SS, one using pseudo hi-res and one using regular bitmapping: Jupiter_SS_Firestorm_GAMMA.bin BASIC10Liner2022Jupiter_Pseudo_Hi_Res_GAMMA.txt Added algorithmic chiptunes and parallax scrolling, ready for the BASIC contest! Manual and program design: Jupiter_SS_Firestorm_GAMMA_Instructions_and_program_design_20220320.txt Jupiter SS prior development builds: Jupiter_SS_Firestorm_BETA.bin Jupiter_SS_Alpha.bin Jupiter_psuedo_hires.bin Description: The BASIC listing uses either the visual sprite graphics or BASIC data statements, since the contest only allows line numbers and no visual ASCII art designers I used data statements from classic BASIC. A data statement with a series like $D5,$AE,$7C takes four bytes per byte and the BASIC 10 liner contest allows only 10 lines of 120 characters for the entire game. The pseudo hi-res mode allows a lot of data to be fit but is even more limiting with many bit patterns getting up converted to $FF by DASM behind the scenes limiting the bit patterns available to BASIC. But the ZX-81 pseudo hi-res technique works with the remainder! About pseudo hi-res: Clive Sinclair created an incredible learning machine with technology waiting to be explored with a unique design like the Atari 2600; pseudo-hires mode discovered on an unmodified ZX81 imparts a hand drawn texture look that adds more to this graphics mode. I had expected only the hilighted pattern substitution shown in the screenshot. There are many more occurring but there is still plenty of potential using the available patterns and substitutions for the missing ones, there is no other pattern substitution in the Alpha build yet so the pseudo hi-res sprite is looking like a Hammerhead with the FF's (11111111) showing where the substitution patterns are needed.
  3. RetroElectroDad

    Sinclair ZX81

    From the album: RetroElectroDad Computer Collection

    The machine that started it all for me. My very first computer, the Sinclair ZX81.

    © Trevor Briscoe

  4. This here is a quite nice add-on for your Sinclair ZX81, ZX80, TS/1000 and TS/1500: http://youtu.be/pjyTaPXhhcc
  5. From the album: MarkO's 001

    My Uncle built this Joystick for the Sinclair ZX81, over 20 years ago.. It is setup to mimic Keyboard Presses..

    © 2014

  6. Down! released Sinclair ZX-81 computer Revival Studios is proud to present their third game release for the Sinclair ZX-81, called Down! In Down, the player needs to escape a burning village by manouvering downwards into the caverns beneath the village. Fall down from platform to platform while picking up items to gain points. The game features, include: - Fast and addictive arcade gameplay - Running animated character in just a few tiny monochrome pixels - Internet Highscore uploading - Online rewards - Support for AY-sound boards - ZXpand joystick interface support Screenshots: The game runs on a standard ZX-81 with 16KB ram and is available on cassette tape, as well as digital download. For more information about this and other new zx81 games, visit: http://zx81.revival-studios.com/
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