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  1. This is NOT the Popeye arcade game!!!!! Please do not expect the arcade version. This was my learning tool. There is a history of my journey below the latest version. When I finally figured out how to plot a background, I made Popeye follow the board. Brutus just went back and forth, jumping up occasionally. ...Then I added extra punch frames. ...Then I added Olive. ...Then I made Brutus follow the screen, collision detection, spinach, a heart, etc. ...It would require almost a full re-write to change this up, because there wasn't a lot of planning behind the current code. I just kept adding things. It would take planning to consolidate and add anything more. I also lack the time to dedicate. I wasn't planning on releasing this, but I figure somebody might enjoy it. It's almost like having Popeye. In the past 3 days, I've added basic logic to Brutus, scoring, sound, and cheesy title/level end screens. It's become kind of an obsession. Every time I think I am content, I decide to add something new. This doesn't play like Popeye. It is a little faster. Just try to see how much you can score before Brutus gets you. The hearts will also fall into the water. You have one life and one level, so it's like an Odyssey 2 game with better graphics. The scoring is based on the arcade 24 hearts clears a level. Level 2 adds some additional logic to Brutus. I added basic sound, because I felt it was too quiet. 9/1/2020 -- Minor Updates. PopeyeMiniGame.beta3-1.a78 PopeyeMiniGame.beta3-1.bin Used "double buffer" to get rid of the random garbage (Cannot shake the screen with the double buffer) Added proper heart for level clear Cleared the screen on "Game Over", like the arcade (Clear with yellow text) Added pauses before rounds ------------- End 9/1/2020 ------------- 8/31/2020 -- Added Sea Hag, bottles, up to 3 hearts at one time, and other adjustments -- More Info Here PopeyeMiniGame_beta3.a78 PopeyeMiniGame_beta3.bin 8/25/2020 - Full screen adjustments and tweaks PopeyeMiniGame_beta2.a78 PopeyeMiniGame._beta2.bin Added Utilized full screen width. This compromised the number of sprites per row. To remedy this, I drew the hearts, spinach, bucket, and punching bag on the correct size sprite, instead of using an entire 16x16. I redrew the spinach platforms as part of the screen, instead of using sprites. Added screen shaking when Brutus hits the wall Made adjustments to find the top and bottom of steps easier Cleaned up some sound effects Re positioned the heart count. I tried to draw all of the hears, but it cause major slow-down. I might try a couple other ideas later, but this is on hold. Eliminated the 30pts when punching the bag. Sprites were not getting drawn. Slowed down the speed of the hearts on the first two levels. This makes it easier to camp out, but doing so will lose out on a chance to use the spinach and bucket. Tweaked jumping off the top levels Adjusted the punch to lunge less, like the arcade. Considerations As time allows, I will consider adding bottles. I am not sure what the sprite limitation will be. As time allows, I would like to consider multiple hearts. I'd like to clean up the sprites. If the above go well, I may consider refining the logic, to consider a full game. End 8/25/2020 8/23/2020 Bugfix I consider this a beta, because I might take some time to fix some of the quirks. PopeyeMiniGame_beta1.a78 PopeyeMiniGame_beta1.bin End 8/23/2020------------------- Update 8/24/2020 -- ** Bug Fix **: I figured out how to reproduce the bug. It occurred if Popeye started up stairs just as the spinach wore off. I think this has squashed it. PopeyeMiniGame_beta1b.a78 PopeyeMiniGame_beta1b.bin End 8/24/2020 HISTORY: I didn't set out to make this into a game. Here is the general order of things. I wanted to learn about the 7800, so I downloaded 7800Basic on the 9th. It took me 3 days to figure out how to create a PNG file that would display on screen. Once I figured that out, I created a really rough Brutus sprite. He was animated for left and right movement, but moved anywhere on the blank playfield. Eventually, I made Brutus go back and forth. Popeye was controlled by the stick, and Brutus would jump up if Popeye got too close. It took me another 3 days to figure out how to draw a playfield. Even after that, it was pretty ugly. I had given up, but decided to start over on the 14th. By the 15th, I started to get it. On the 16th, I finally got it. The steps looked kind of narrow. On the 17th, I decided to start the playfield over. I changed it up a little By the 18th By the 19th, it resembled the current version. I started adding play elements. Once I finalized the background, I started adding things. I decided to add sound yesterday, 8/22/2020. I used the samples from Atari Basic. Today, 8/23/2020, I learned how to tweak the sound. It isn't much, but it's better than silence. --Darryl PopeyeMiniGame_beta1a.a78 PopeyeMiniGame_beta1a.bin PopeyeMiniGame_beta1b.a78
  2. Sega Genesis adapter for Atari 2600/7800 (WIP) Button A : Fire (2600 / 7800 ) Button B : Top/Thrust (2600) / Left button (7800) Button C : Front/Trigger (2600) / Right button (7800)
  3. Hi guys, I'm working on a 7800 platformer called Morf, but hitting a few issues maybe you can point me in the right direction. Having trouble with sprites inverting their colors In the above image: - The main character Morf is inverted, green/black - The second tile set should be using a blue color palette for the water at the bottom of the screen. - Recently for no obvious reason the sprites break up when moving vertically like the drip from the pipe below. Also you can see the left moving sprite has the correct palette. Any help or advise would be awesome 😄
  4. We are very pleased to announce Millie and Molly 7800 will be available for purchase on cart here in the AtariAge store sometime in late 2020/early 2021 (TBC). *** PLAY THE FINAL DEMO *** Final playable demo is now available in JS7800 (thanks @raz0red). Click the link above and select Millie and Molly (Demo) from the Select Atari 7800 Cartridge... dropdown. Millie and Molly is a retro inspired puzzle game featuring 100 levels spread over five themed worlds. This is an Atari 7800 conversion of the Commodore 64 retro smash created by Carleton Handley. Background I first saw this game on the Commodore 64 not long after it's release in early 2020. I thought it looked great, was really fun to play and had some unique features - all adding up to a very enjoyable experience. The game is a platform puzzle game where you play grannies Millie and Molly (either separately or together) which starts off easy enough showing you how to dig through dirt, move blocks into position and kill monsters to complete each level. But don't let that fool you as the puzzles are very well constructed leaving you scratching your head soon enough! Special thanks After making some initial contact with Carleton Handley in early March 2020 (after completing a proof of concept), the team continued to develop, build and test the game until it was around 90% complete. Carleton was very impressed with how well the game had come together, enough to suggest we contact his other team members Chun Wah Kong (level design), Saul Cross (graphics), and Hans Axelsson-Svala (music) to approve a release. We are very pleased to announce that each has given their blessing for our conversion to be released on cart. Whilst we have had the pleasure to create this conversion we cannot thank each of them enough for designing such a brilliant, thoughtful and enjoyable game. If you are a Commodore 64 user and have yet to play this game please support Carleton and the team by purchasing the original. Instructions Help Millie and Molly clear their world of the malicious monsters. Monsters are killed by walking into them from the side. Don't fret, Millie and Molly can't die! They can fall from any height and even have items dropped onto their heads. To help you get at those hard to reach monsters items can be pushed, ladders can be climbed and dirt can be dug through. Millie and Molly can even use each other as platforms when they are in a level together Features 100 original levels spread over 5 themed worlds Rewind feature allowing you to step back and fix your mistakes 1 or 2 button joystick/joypad support Level passcodes Save key and level passcode support (for tracking your current progression) Graphics have been faithfully re-created and colored for the Atari 7800 8 incredible pokey tunes re-creating the superb originals Support for both NTSC and PAL users with matching palettes and music playback speed Easter eggs! Controls Joystick or joypad in the left controller port Button 1 to switch between the sisters Hold Button 1 to rewind your mistakes Button 2 or Pause toggles menu access Credits Original Design Code Carleton Handley Puzzle Design Chun Wah Kong, Patsy Chim Graphics Saul Cross Music Hans Axelsson-Svala QA @tonik_c64 Conversion Code Matthew Smith, Mike Saarna Music Bobby Clark QA Robert Tuccitto, Steve Ramirez AtariAge Albert Yarusso, CPUwiz Release Millie and Molly 7800 will be available for purchase on cart here in the AtariAge store sometime in late 2020/early 2021 (TBC). ZeroPage Homebrew streams featuring Millie and Molly I would also like to thank James and Tanya @ZeroPage Homebrew for previewing Millie and Molly 7800.
  5. ***UPDATE: Download the ENTIRE NTSC & PAL Atari 7800 set HERE. Original Post follows... This is relatively important, especially for our game developers I'm hoping this helps and makes color conversion from one format to another a bit easier. Download both raw color palettes here: There is no bias and both palettes share the following same attributes per standard Atari 7800 configuration without any display device influence (And no 'warm-up' factor). This is system cold/factory default settings as follows: Contrast = 0.05 Brightness = 0.00 Color = 0.22 Phase = 25.7 Colorburst = 180 degrees This NTSC palette and the ones to follow are brand new and never released before due to error on my part, but this PAL palette has been released before under a different name, again due to errors on my part. Again, they are both the 'raw' ones for their respective regions. Your input (especially PAL users as I am in NTSC land) is greatly appreciated for this thread. Thank You, Robert
  6. SlidellMan


    From the album: 7800 Build Screenshots

    From New Vertical Shooter Demo, 8-26-2020 build.
  7. Hello all, I'm looking to modify my Hyperkin Ranger controller to make it fully compatible with all my 7800 games. It looks like all the pins are in use already. Can anyone give any suggestions on how to add a second fire button?
  8. SOLD! Choplifter! with box and manual RealSports Baseball with box (no manual) Price doesn't include shipping. Post sold and pm me with address for shipping cost. Thanks!
  9. Hey everyone, This is a bit cheeky of me, as I already posted this in the Hardware section, apologies for this. I'm a bit stuck with adding an additional fire button to this controller, I've seen pin diagrams for 7800 controllers, but it looks like everything is already in use here. There looks to be an analogue to digital conversion too. Any advice would be much appreciated. Thanks 😀
  10. Does anyone know if this new Blaze Retro Atari portable can play 7800 roms from an SD card? https://www.argos.co.uk/product/3423017 https://www.amazon.co.uk/Atari-Pac-Man-Handheld-Console-Electronic/dp/B07XTRPSRN?ref_=ast_bbp_dp
  11. Hello! I am interested in purchasing a used copy of Midnight Mutants if anyone is willing to sell. Please reply directly with pricing! NTSC version only. Thank you! -Aaron
  12. Can anyone tell me the largest MMC cart that Chad Schell's Cuttle Cart 2 can handle for the Atari 7800? (Is there a max?) Thanks in advance, I just snagged a brand new CC2 off of ebay. Finally! Tom
  13. I'm currently porting a version of my Atari 2600 Roguelike, Dragon's Descent, to the Atari 7800! The latest build can be found here: ***MAJOR SCORING REVISION*** - Hard Mode now has its own set of leaderboards, removing the 70000 point "bonus." Infinite mode doesn't affect what leaderboard you're on, only combinations of Random and Hard modes. DragonsDescent_3_28_2020.bas.a78 DragonsDescent_3_28_2020.bas.bin - binary version of above CONTROLS Joystick - Move the dragon around the labyrinth. The dragon is flies through the maze, and has momentum - keep that in mind! Button - The dragon will breathe fire in the direction it is facing, left or right. SETTINGS You can change the settings by choosing the options on the title screen. If the text is gold, the setting is "on." If the text is blue, the setting is "off." Infinite Maze Mode: Game will continue indefinitely, only ending with a game over. If turned off, the game will end after you complete level 7 Random Maze Mode: You will start in a randomized maze. If turned off, the maze will be the same layout each playthrough. Music: This option on the title screen toggles music on/off Hard Mode: If turned on, walls will harm you if touched. If turned off, the walls are harmless. "Hard Mode" is the same mode as the 2600 version of the game. Maze Select: Allow you to set the random "seed" when starting the maze. Move the joystick left/right to select the left or right seed, each can be set to a value between 1 and 255. The levels are procedurally generated, but are always the same progression, and the layout can be mapped. HOW TO PLAY Depending on your game settings, you may find an end to the maze on the 7th level, or the maze can continue until you are defeated, trying to attain the highest score! Each level of the maze is made up of several rooms - you can leave through any exit on the boundaries of the screen you find. To make progress in the maze, find the key on each level, and then the level's exit. The exit, resembling a door with a key imprint, will only activate if you touch it while you have the key found on the same level. Upon each new level you will face more dangers but also potentially increased power and scoring! Avoid touching walls and enemies - doing so will deplete your hit points, and eventually end your game! Scoring comes from collecting gems and defeating monsters. You get more points for defeating monsters in deeper levels, and a slightly higher score for each shot you use with stronger fire breath. In addition to a key and exit, each level of the labyrinth has a treasure room. Treasure rooms allow you to pick one of three power ups, just wait until you see the one you want: Gem - increases your score. Heart - increases your total hit points, while completely replenishing your health. Lamp - increases the strength of your fire breath, while refilling its supply. Don't stay too long on a single level, or you may find things getting much more difficult! The deeper you explore, the more monsters, dangers, and higher scores you find... You hit points are shown next to the heart icon at the bottom of the screen. Your game will end when if the hit points reach zero. The strength of your fire breath is indicated by the color and size of the flame. If you collect a flashing lamp from the treasure room, it will increase in power but you will only have a limited amount, shown at the bottom of the screen next to the flame icon. If this supply ever runs out, you will go back your initial, weakened fire breath. You can find non-flashing hearts and lamps from fallen enemies, which will replenish a small part of your hit points or fire breath, respectively. If you survive long enough, you may reach a maximum amount of hit points or firepower, in which case your health or score will be flashing. [EDIT: Older posts] -------------- DragonsDescent_2_18_2020.bas.a78 - "Reset" will reboot game from title screen, start a new game with existing parameters if used during gameplay. "Select" will return user to title screen if pressed during gameplay. DragonsDescent_2_18_2020.bas.bin - binary version of above DragonsDescent_6_25_2019.a78 Earlier build(s) here: DragonsDescent_6_14_2019.a78 This version fixes a background color bug. I also found MAME rendered the background a little dark, so I tried brightening the background tiles. Let me know if you feel this is too dark/light! Older versions: DragonsDescent_6_13_2019.a78 Dragon's Descent has you explore countless mazes filled with monsters, treasure, and power - How long can you survive, and how powerful can you get, as you seek the masters of this endless labyrinth? Here's a preview with the first three levels - and the game has much more to explore, fight and find! [EDIT: Original post text] I'm still updating the graphics (the backgrounds are the last major element I need to complete) but I wanted to post a picture or two to compare, and share little bit of my experience in porting the game. Here's a screenshot from the 7800 version compared to the 2600 version (which you can find at http://atariage.com/forums/topic/286017-dragons-descent-rogueliteaction-game/ ) Here are a few more new screenshots as I update the background tiles, compared to the old playfield graphics on the 2600: Whew! On the one hand this was easier than I feared it would be, and worked as well as I hoped. The basic logic of the game didn't really need to be touched (it's 99% Basic) - as long as it didn't touch the graphics/collision detection. What took the longest was integrating/updating the new graphics - I actually find the system pretty fun to use, although there was a little learning curve, as with anything. I also realized that I designed the 2600 version of the game to take advantage of a lot of the older machine's quirks and limitations (limited sprites, good but limited collision detection, built-in mirroring, etc.), limitations that the 7800 often directly addresses. This actually made things more complicated than if I had decided to make the game for the 7800 first. I went from a pretty big Atari 2600 game (16k) to a very small 7800 game (32k) - mechanically it's a near-identical game, but after updating the graphics, incorporating the character/tile system, adding text to menus (hey, there's space/expectation for text now!) and updating the collision systems, the extra 16k filled up pretty quickly! The one thing I'm possibly looking to add is music - I have about 200-400k left as I look at the possibility of adding music, and fix some lingering menu bugs - The Basic music tracker included is very impressive, and would even sorta fit in the space available, but doesn't seem to play nice with the existing method I'm using to handle sound. I might see how far I can get with a more limited/customized method of storing/playing music - I know the TIA isn't the most melodious of chips, and music is not one of my creative strengths, but it's something I've been playing with regardless. I plan on posting updates here as I get the game releasable. It's perfectly playable at the moment, but I still have some old graphics and menus that need updating. I might post a few questions as I continue, but I've worked through a lot of unknowns so far - it's been a fun experience, and the 7800 is a pretty fun platform to work with - thanks to everyone involved with developing/supporting 7800 Basic!
  14. Hello! Looking to buy Commando for the 7800 (NTSC) (even better if with instructions or box & instructions!). I've collected just about every game I want for the 7800, but Commando still eludes me. I check Ebay every so often, but it's very rare to find an NTSC copy with instructions. Most on Ebay are the 2600 or PAL 7800 version. I'm also a bit concerned about going the Ebay route because I'm worried about repros, defective copies, etc. (I'm also interested in buying Ikari Warriors for the 7800 (NTSC), if you are the 1 guy in the world looking to sell both of these games to some random guy in Japan, let's make a deal! 😆) I live in Japan and I know shipping will add a lot to the price, but that's fine.
  15. I was playing some of this cool game the other day and wondered if a decent port of this could be achieved on the 7800's hardware. Any thoughts? I also enjoy the SG-1000's port of H.E.R.O. and have to believe that the 7800 would be a great platform for an upgrade to the 2600 versions of both this title and Demon Attack.
  16. Hello to everyone! I’ve been on AA for many years, but have never had a chance to a) build and b) showcase my classic video game collection. With our recently expanded space, I now have room to set up items that I’ve been storing for years. There’s a bundle to show, but I will begin with just a few shots that demonstrate my humble kickoff to a budding game room. I figured that there was no better time than now to assemble such a showcase. Enjoy! List of games and consoles shown: - Select classic boxed Colecovision console and games, CIB or NIB: Frenzy, Cosmic Avenger, Zaxxon, Front Line, Carnival, Smurf Rescue, Donkey Kong (my own repro box), DK Super Game (Adam), Cabbage Patch Kids Adventure, Antarctic Adventure, Mouse Trap. - Select Opcode Games and modules: Gradius, DK (box only), Penguin Adventure, Super Game Module (Coleco logo) and SGM (Opcode logo), SGM Pro (box only). - Select Atari 5200 games, mostly NIB: Missile Command, Pac-Man, Countermeasure, Dig Dug, RS Soccer, RS Tennis, Centipede, Berzerk, Jungle Hunt, Kangaroo, Pengo, Mario Bros, Gremlins. - Atari 7800 console and games: OG 1984 Atari 7800 (Warner) nearly CIB (missing original inserts), early-run 1986 Centipede (purple) and Asteroids, both NIB. - Colecovision loose games, too many to list, but nearly complete collection. - Atari 2600 CIB/NIB collection. Missing a lot from pre-1982 color line. Have focused on the silver (all pre-1984 Warner) and red box games. Still missing over 50 from the post-1984 era. - Sony 27” WEGA Trinitron CRT Television Set (2004)
  17. https://www.youtube.com/watch?v=mdh5zU1J4Kk This is a compilation of every Atari game to be released on more than one of their cartridge-based consoles. If it was released on a combination of the 2600, 5200 or 7800, it's on here.
  18. Finally added a 7800 to the collection last week, was just waiting for the right CL deal. Ordered a UAV after seeing how rough the RF signal is. I've done many mods to other consoles, but the case on the 7800 really is a bugger. Knowing how brittle the plastic is and also would never be happy with jack placement, I just didn't have the heart to take a drill to this thing. Had a 9v battery enclosure hanging out in the parts bin and got the idea to use that as a jack box for the unit. Held on with some VHB tape, wires route through added hole in 9v box that lines up with the 2/3 switch opening. Header pins used for vid connections on UAV and audio line is soldered, easy to fish wires back out should any future repairs be needed. Someone that is savvy in the 3d print world could do a slim line box that would stick to the molding of the cable wrap on botton and have all jacks in one row. I'm just an idea guy, but really happy with the results, it's easy to hook up when needed and no drilling. The video quality is stunning with the UAV. good day.
  19. For 5 years, since 2015 it's been my mission to uncover lost and or missing video game commercials that weren't documented wither it be from Nintendo, Sega, a chain of department stores, and in the case of the forum's topic, Atari more specifically the Tramel era. For example Atarian issue 1 has a section about their upcoming sports games featuring Ozzie Smith, Spud Webb & Doug Williams and in it are screencaps from existing advertisements. The Ozzie Smith ad we all know and has been preserved, NOT the ads for Double Dunk or Super Football. This also confirms @Random Terrain's assumption for Super Football's release. Enclosed in this folder are ads I managed to find on youtube in the past five years of doing this including WWE Sponsorship Bumps for the 7800. These have not been documented by Scott Stilphen or @Rom Hunter aka AtariMania. Enjoy! Lost Atari Ads (Tramel Era) 1988-89.zip
  20. After selling well over 200 controllers I am working toward having these manufactured fully in china and packaged properly. This will take some time to sort through companies, in the mean time we are putting the store on hiatus eventually closing the etsy store due to fees. If I do manage to complete this task I will most likely find another store (or another way) of selling these controllers. Maybe amazon? Who know at this point. I can still have PCBs made if there is still enough interest. I'm also working on upgrading my printer that currently has 1200 hours on it we will sell 3D printed atari carts and label on AA. Just DM me and I can give you a quote! Thanks again for all of your interest!! The Atari 7800/2600 Controllers KITS ARE OUT OF STOCK! Fully assembled controllers OUT OF STOCK! PCBs & CUSTOM 3D PRINTED LABELS ARE OUT OF STOCK!! New updated instructions for kits here... Atari 7800 Controller Assembly Instructions (2).pdf Order here: http://www.itsallgeek3d.com Hello there AtariAgers! I wanted to make an official AA Marketplace post from the original forum post here: http://atariage.com/forums/topic/272541-7800-controller-project/ Tired of the Pain-Lines or the bulky standard CX-40 joystick? Oh yeah, That’s right you are. Order now! Call today! Supplies are limited… no seriously, they are. This is the All-New V1.2 Atari 7800/2600/SMS NES style controller! Excellent! Two-Button Atari 7800 Action! Wow! Both buttons act as fire button with Atari 2600 games! Unbelievable! 3D Printed face label is a 2-Color print. Standard V1.2 Atari 7800/2600/SMS Controller is in a Silver/Black configuration. Although color can be customized for a fee, it is limited to the stock of filament colors I have. Which changes weekly. Keep in mind that the controller itself is black. The PCB is the new V1.2 can also be compatible with Sega Master System In theory. This is in BETA phase and has yet to be tested. There is no difference in the components of the SEGA/ATARI kits (SMS compatibility only available in kit form) It’s just a matter of swapping a wire or two during assembly of the kit. Three ways to buy! Full Brand New V1.2 Atari 7800/2600/SMS NES Style Black Controller New Redesigned V1.2 PCB w/DB9 Cable (Coming Soon!) Kit! New V1.2 PCB w/x2 620 ohm Resistors, DB9 Cable, Black NES Shell, D-Pad, Start/Select and Red ‘A’ and ‘B’ Buttons and all the rubber contacts. 3D printed label, you specify ‘ATARI’ or ‘SEGA’ Order Here: www.itsallgeek3d.com Also, the 7800 controller coupling will be in the store as well. For the AtariAgers that have a 3D printer here are the files... https://www.thingiverse.com/thing:2767791
  21. The brushed aluminum on my 7800's case is pretty scratched up and I'd like to restore it. Please PM me if you have the upper shell of a 7800 with the metal in good condition
  22. Hello friends - I just recently broke out my original 7800 and hooked it up to my HD TV using a Gold-Plated Phono-to-F Adapter. When I turn the system on, the screen goes black (no snow) and has two grayish-white vertical lines that go the length of the screen. I've tried two different Gold-Plated Phono-to-F Adapter's with the same result. I've also tried analog channels 2, 3 and 4 on the TV and it only happens on channel 3 (snow on 2 and 4). Same result with or without a cartridge. Any ideas from the group? Thanks -
  23. Sure someone has uploaded this & alot of you have already seen it, but figured I'd share it anyways for those who haven't. It's from the wishbookweb.com site I recently discovered that is an absolute GOLD MINE for nostalgia! Full Sears Wishbook catalog scans from every decade & On a side note..what's up with that TAC-2 7800 joystick?? Don't believe I've ever heard of that.... "Let yourself go with the PREMIUM GRAPHICS of the Atari 7800! " ...and "the HIGH-RESOLUTION SUPER SERIES CARTRIDGES!" Love it!
  24. Alien Brigade Atari 7800 Works very nice looking, Open to (reasonable) offers. SOLD
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