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Blogs

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  • Old School Gamer Review
  • The Mario Blog
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  • Blogpocalypse
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  • creeping insanity
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  • That's what she said.
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  • The (hopefully) weekly rant
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  • Guru Meditation
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  • Tezz's projects blog
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  • DJT's High Score Blog [Test]
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  • ¡Viva Atari!
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  • The hunt for the PAL Heavy Sixer
  • Liduario's Blog
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  • HSC Experience
  • people to fix atari Blog
  • Gronka's Blog
  • Joey Z's Atari Projects
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  • 8BitBites.com
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  • Lynx Links
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  • CorBlog
  • My Ideas/Rants
  • quetch's Blog
  • jamvans game hunting blog
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  • jetset's Blog
  • wibblebibble's Basic Blog
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  • The Golden Age Arcade Historian
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  • Bergum's Thoughts Blog
  • marminer's Blog
  • BubsyFan101 n CO's Pile Of Game Picks
  • I like to rant.
  • Cleaning up my 2600
  • AnimaInCorpore's Blog
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  • ianoid's Blog
  • HLO projects
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  1. Crystal Quest: 7800 is now available on the Atari VCS 800 store priced £7.99 I'm really looking forward to checking this one out! Gameplay video below.
  2. WELCOME TO THE 7800 SERIAL NUMBER DATA BASE SERIAL NUMBER TIME LINE BY CRAZYMOON67 EP = THE ORIGINAL 10K EL PASO TEXAS SYSTEMS MFG IN 1984 AT84 = EARLY SUNNYVALE CALIFORNIA SYSTEMS MFG IN 1984 AT85 = ATARI CORP SYSTEMS MFG IN 1985 A1 = EARLY SYSTEMS HAVE EXP PORT MFG FROM 1986-87 A1 = LATER SYSTEMS LOST THE EXP PORT MFG FROM 1987-88 A3 = THE NEXT BATCH OF SYSTEMS MFG FROM 1988-90 X = THE FINAL RUN OF SYSTEMS MFG FROM 1990-91 Production Run Serial Number Owner Notes EP 000166 Protari EP 000293 Crazymoon67 EP 000517 Sean39 EP 000573 alortegac EP 001059 Adamj91 CIB EP 001292 Fyrebird EP 002574 toymailman CIB with all packaging EP 002953 phattyboombatty Has ROY rainbow EP 003971 joshua EP 003976 toymailman EP 004179 atariguy1021 EP 005802 Mitch EP 007965 Leonard Smith EP 008042 Tubular Gearhead EP 008072 supavgx EP 008201 evad999 CIB EP 009706 7800 AT84 00008 Mulletizer AT84 01672 bigscarymike AT84 01675 Nateo AT84 03172 Corby AT84 03242 Lemmi AT84 05435 Retrogamer81081 AT84 06528 famicommander AT84 07751 Illtiger1 AT84 08200 E-MAN2001 AT84 08385 Crazymoon67 AT84 09103 PacManPlus Silver paint job AT84 10728 Mitch AT84 13423 Crazymoon67 AT84 14616 Mitch AT84 16922 toymailman CIB with the stickers AT84 16972 Brian R. AT84 19176 SiLicOne t0aD AT84 19650 TrekMD Comp Modded AT84 20618 DarthCloud AT84 20618 DarthCloud AT84 22447 cjamelv CIB with S-Video Mod AT84 25241 toymailman CIB with different stickers AT84 27168 DrVenkman AT84 27566 Atarius Maximus AT84 28613 theoakwoody AT84 30276 toymailman AT84 31096 madmax_2069 AT84 31517 Sector7e AT84 31650 Crazymoon67 AT84 33049 Jaden (JRH) AT84 34648 Mitch AT84 39552 MikeCV82 AT84 40611 Gedalya AT84 41627 AtariAwesomeness! AT84 44298 Liduario AT84 46706 Mitch AT84 47840 Coolhand20th AT84 50078 o.pwuaioc AT84 50797 ApolloBoy Has UAV S-Video Mod AT84 50981 toymailman AT84 53505 toymailman AT84 55116 Geoff Oltmans AT84 55199 toymailman AT84 55587 lapetino AT84 56253 Trebor AT84 57660 phattyboombatty AT84 59303 Mitch AT84 60391 toymailman AT84 60899 Tubular Gearhead AT84 62528 SeaGtGruff AT84 62542 godzillajoe AT84 62898 toymailman AT84 63558 toymailman AT 85 025103 John C AT85 027591 toymailman AT85 027818 toymailman AT85 033497 Atariboy2600 AT85 034352 Propane13 AT85 034819 Astal4 Has S-video Mod with Blue LED AT85 036821 turbofly AT85 040056 Lendorien AT85 040332 Mitch AT85 042581 k8track AT85 046027 Mister-VCS AT85 046055 SearsRoebuck S-Video Modded by Crossbow CIB AT85 047392 ChuckTeed A1 Units (with Expansion Interface): A1 6C 5067150 Christophero Sly A1 6C 5071199 chuckster24 A1 6C 5072996 KrunchyTC CIB A1 6C 5743453 toymailman A1 6C 5746504 ianoid Comp Modded and Power Modded A1 6C 5748541 mike99mccarthy A1 7C 5156846 ApolloBoy Comp Modded A1 71 5000592 atariluvr77 A1 71 5001132 Zeptari1 A1 71 5001575 Razzie.P A1 71 5002364 streps CIB A1 71 5003655 gorfcadet A1 71 5005150 4300 A1 71 5009248 Bobby Nelson A1 71 5015499 groundtrooper A1 71 5016113 toymailman CIB in 1st box variant A1 71 5755944 groundtrooper A1 72 5057643 purduecrum A1 72 5060877 wccw mark A1 72 5061842 PSW Comp Modded A1 73 5035619 triesmac A1 73 5039787 Pat Brady A1 73 5765554 Kaiju A1 73 5839185 Mitch A1 73 5842980 SINGLE TOOTH A1 73 5845271 ChrisKewl A1 74 5023906 Mord A1 74 5026521 tep392 A1 74 5027554 AtariBoy2600 CIB A1 74 5790943 atarijagplayer A1 74 5793238 Tempest A1 74 5824501 Ashkin2002 A1 74 5825114 sramirez2008 CIB A1 74 5826584 streps A1 74 5833151 Schmutzpuppe A1 74 5030577 Stephen A1 74 5829291 NISMOPC A1 74 5871715 Atarifever A1 74 5876442 Trebor A1 75 5044126 toymailman A1 75 5049105 Erzak A1 75 5810889 mario2butts A1 75 5848137 FireTiger A1 75 5862733 x=usr(1536) Has Exp port A1 75 5852754 craigm71 A1 75 5865266 Cap5750 A1 76 5776642 Thran Has Exp port also UAV S-video Modded A1 76 5777527 rockman_x_2002 A1 76 5782808 Necron99 A1 76 5799186 doyman A1 76 5800466 cleoo A1 76 5803182 phattyboombatty A1 76 5804969 TwinChargers A1 76 5806823 Mitch A1 76 5882556 evad999 A1 76 5884618 kenfused A1 76 5899652 Leonard Smith Has Exp port Comp Modded A1 76 5908587 leep A1 77 5886485 Gorfcadet Exp port hole only A1 77 5921657 ZeroPage Homebrew Exp port hole only CIB A1 77 5921684 Metal Ghost A1 77 5921877 Cap5750 A1 77 5922417 Dissy614 Original owner / pin header added to expansion port A1 77 5925851 cleoo Exp port hole only A1 77 5926215 Leonard Smith Exp port hole only A1 77 5927901 triesmac A1 77 5935230 OldPAL A1 77 5936329 PSW Comp Modded with Blue LED A1 77 5936366 krewat A1 77 5942454 Roy Exp port hole only A1 77 5942851 cleoo A1 77 5956845 Greg Miller Exp port hole only A1 78 5005462 BenjaminR A1 78 5006878 Rastamafugg A1 78 5057034 AtariChris A1 78 5961655 Lord_of_Saipan A1 78 5963769 BydoEmpire A1 78 5965607 Avenger75 Exp port hole only Comp Modded A1 78 5969388 Gorfy A1 78 5971821 Yurkie Exp port hole only A1 78 5976271 Shantai A1 78 5980673 Drobotic Exp port hole only A1 78 5983589 Propane13 A1 78 5993051 madmax_2069 A1 78 5997744 turbofly A1 ?? 5784969 Paul Westphal A1 ?? 5874284 Classic Pac A1 ?? 5883356 Master Phruby A1 Units (without Expansion Interface): A1 OA 5037924 mimo SECAM French A1 05 5511565 Snogpitch CIB A1 79 5003964 Reaperman Exp port hole only A1 79 5004303 ChrisKewl Exp port hole only Winz comp modded A1 79 5008311 7800fan Exp port hole only A1 7B 5043568 Brian R. A1 7B 5044256 NISMOPC CIB w/ matching serial #s A1 7B 5050329 Coleco A1 7B 5057997 Thibr A1 7B 5094528 RodLightning A1 7B 5096537 adamchevy A1 7B 5099302 Shaun David A1 7B 5112466 Sonic R A1 7B 5113502 Tubular Gearhead A1 7B 5085018 NISMOPC Presumed # is 7B A1 7C 5022283 Crazymoon67 A1 7C 5023486 OldAtAtari A1 7C 5025095 DJT A1 7C 5026112 electronicsibley cartridge port is tight - even for many 7800 games A1 7C 5117922 socrates63 A1 7C 5119402 streps A1 7C 5143228 frank_c A1 7C 5143601 joeatari1 A1 7C 5152641 CrossBow Has Kilo Parsec Bios A1 7C 5156846 ApolloBoy Comp Modded A1 7C 5158335 Crazymoon67 CIB with all packaging A1 7C 5172703 triesmac A1 7C 5173037 toptenmaterial A1 7C 5180929 toymailman CIB A1 81 5194768 Tubular Gearhead A1 81 5197599 Starius A1 81 5198557 schmedly A1 81 5234371 Lemmi A1 81 5252239 [d2f]Iggy*SJB A1 82 5101125 DrVenkman Exp port on PCB only A1 82 5107799 Dave7800 A1 82 5108728 Silver Back Comp Mod,Re Capped PCB and Tactile switches installed A1 82 5248831 snstay A1 83 5237378 adam242 A1 83 5278956 thanatos Longhorn Engineer mod A1 83 5291010 joystickjedi A1 84 5120307 evad999 A1 84 5258596 joeatari1 A1 84 5293576 Lemmi A1 84 5300659 BSA Starfire A1 85 0427940 opcode CIB A1 85 5062662 H311bender A1 85 5133913 Darrin9999 A1 85 5134504 MegaManFan A1 85 5315285 R_Leo_1 A1 85 5319426 Themushroom Exp port hole only A1 85 5322400 Jouster A1 85 5325615 cleoo A1 85 5327815 atarigal A1 85 5330367 Mitch A1 86 5341227 jmetal88 A1 86 5342121 Synthpopalooza Has Exp port but no slot A1 86 5352658 Silver Back Comp Modded A1 86 5354313 BalloonFighter Exp port hole only CIB A1 86 5355561 sirlynxalot A1 86 5357890 Oak City Comics A1 86 5370798 almightytodd A1 86 5372310 CrossBow UAV Modded With Kilo Parsec Bios A1 86 5374478 BIGHMW A1 87 5390079 schmedly A1 87 5395875 iesposta A1 87 5396310 BillieBeard A1 87 5396565 Jr. Pac A1 87 5398391 NISMOPC Cmp Modded mini jack to RCA,plastic is still on shielding A1 87 5410351 godzillajoe A1 88 5424651 eggimac A1 88 5424652 Atarifever A1 88 5425504 Brian R. A1 88 5425512 jalidi A1 88 5425514 stardust4ever Comp Modded A1 88 5425515 Trebor Has Exp port A1 88 5425519 famicommander Comp Modded A1 88 5425614 Always on Planet Patrol A1 88 5425716 Ripdubski A1 88 5427812 ChuckTeed CIB A1 88 5429073 frankodragon A1 88 5446474 Crazymoon67 Plastic still on shielding A1 88 5446552 GeekDragon A1 88 5456395 sramirez2008 A1 88 5461656 GonzoGamer A1 88 5466526 Razzie.P A1 88 5472190 SINGLE TOOTH A1 88 5473506 Cafeman A1 88 5476932 toymailman A1 88 5481809 ChuckTeed A1 89 5486069 NightSprinter A1 05 5509878 FireTiger A1 ?? 5519505 zylon A1 ?? 5522180 ubersaurus A3 Units: A3 84 5000929 Tifany A3 84 5009217 mtesta1985 A3 84 5012047 TesseractE A3 84 5018408 Liduario A3 84 5029086 Ataritard A3 84 5029841 Darrian9999 A3 84 5023974 ChrisKewl A3 84 5032174 Atariboy2600 A3 *4 5226657 BlasterMaster31 assuming this an (8)4 | not clear in the picture A3 85 5041905 Eagle A3 85 5053629 Cap5750 A3 85 5058680 Gandor A3 85 5066694 FireTiger A3 85 5071641 ZeroPage Homebrew A3 85 5076517 tep392 A3 85 5076717 Mitch A3 85 5081592 x=usr(1536) A3 85 5090196 -Joe- CIB S-Video Modded A3 86 5117587 mattsoft A3 87 5118033 FireTiger A3 87 5118877 Gorfy A3 87 5137160 sirlynxalot A3 87 5145173 leep Comp Modded A3 88 5152822 Rick Dangerous S-Video/AV and Stereo modded by Electronic Sentimentalities around 2012 A3 88 5155300 0078265317 A3 89 5157612 Propane13 A3 89 5157707 onthinice A3 89 5158935 Trebor A3 89 5168757 mattsoft A3 8C 5197625 Propane13 A3 8C 5202035 almightytodd A3 8C 5204698 SearsRoebuck Comp Modded A3 8C 5214226 Trebor A3 8C 5224133 bigbee99 A3 98 5227323 CrossBow Blue Power LED DeVOS 1.0 Bios Has Exp Port OG Owner A3 9B1 5235296 Roy A3 9B1 5282493 Dauber A3 9B1 5287646 sramirez2008 NIB A3 9B1 5287847 Sbdolan A3 05 5274218 Leonard Smith A3 07 5292755 TwinChargers A3 07 5294575 Tubular Gearhead A3 07 5294890 Mitch A3 07 5294935 Propane13 A3 07 5295292 uveprom A3 07 5295828 Atariboy2600 A3 08 5299054 Swami A3 15 5251834 Dire51 UAV Modded with Kilo Parsec Bios A3 17 5254913 Airshack A3 ?? 5280193 X Units: X 201 023346 iesposta X 201 027306 AlwaysOnPlanetPatrol X 201 028792 Trebor X 201 031114 ApolloBoy X 208 006666 Crazymoon67 CIB 5 game value pack box X 209 001022 Deteacher X 209 008330 sixersfan105 X 210 011292 bennybingo X 210 017816 Mitch X 211 049104 karri X 214 031596 sirlynxalot X 21A5 31261 Shawn X 21A5 33348 Mister-VCS X 019142 mario64 X 9383802852 Eagle X 9383810542 mimo X 9383814764 mimo Comp Modded X 9383824636 Eagle X ?? 014703 Swami PAL Units: Serial Number Owner Notes A1 01 3012487 high voltage CIB A1 02 3013493 miker A1 08 4004121 larryleffaovell A1 9C 3008675 marmaliser CIB A1 9C 3009092 Jouster X 201 029864 T.A,P. X 210 122966 larryleffaovell X 211 009022 Xr8dPixel X 211 039602 Mitch X 211 099362 reliant73 CIB X 2184 06551 martianboy04 X 2185 1278 ongikong X 219 539013 Dalta X 21A 5052601 Thibr X 1093115226 Ouzy Comp Modded CIB X 9383812378 Jouster MFG in China X 9383813874 Jouster MFG in China X 9383814268 Ouzy X 9383822750 Jouster MFG in China X 9383824692 shiz X 9383826296 hatman72 X 1093 118332 Mitch X 1094 003244 Glennikit CIB Norwegian Manual X8 4097126 nobru SCART X8 15 4010213 nobru SCART X8 18 4028788 Thibr RGB X8 18 4033724 nobru Kiloparsec BIOS X8 18 4034522 OBO RGB X8 19 4039400 Mitch RGB X8 19 4040715 nobru SCART X8 19 4044748 Math You RGB X8 19 4054929 Mitch RGB X8 19 4057006 Avenger75 X8 1A 4059087 Mobsie X8 1A 4066446 Jai Alai RGB X8 1A 4088383 brenski RGB X8 1A 4098313 OBO RGB X8 24 4049014 Seob X9 38 3816664 BSA Starfire X9 38 3818889 w3dia X9 38 38225127 Magic Knight U 33452 OldAtAtari U mimo
  3. Just wanted to give you a head up that Block'em Sock'em is being brought to the Atari VCS this Friday April 5th. At the time being, the YM soundtrack is not available(TIA only right now), but Atari is looking at that for the future. Even with the Tia soundtrack, this is an excellent version of the game and I am delighted that it can now be offered to those who have a VCS. Price will be $8.99 and wanted to share with you here first. Huge thanks to @darryl1970 for all the hard work he did with this version of the game.
  4. Many thanks to all who contributed (see credits below) and voted. The final version includes a Novice, Arcade, and Expert difficulty. Novice - Rev F Popeye Faster; Spinach resets after losing a life; Extra @ 26,500 Arcade Comparable to arcade difficulty; extra life at 40,000 Expert Brutus is faster and more aggressive; Bernard is craftier; Items fall really fast Credits: Thanks to all who voted Popeye as 2020's "Best Homebrew Atari 7800 (WIP)". A SPECIAL game demo is available on the JS7800 emulator. This demo includes Novice & Expert. Popeye gets 2 lives, but he can earn a 3rd. The game ends after the ship, so POINT PRESSING IS A MUST! The game is 1 or 2 player alternating. Red background can be removed in the full version: right, down, right, up, up down Video: Below is the DEMO version (Most recent to oldest). Players can play 1 or 2 player. Players now get 2 lives and can earn a 3rd. Players cannot unlock the cheat mode in the demo. Arcade mode is the only level available. Novice and Expert are exclusive to the final version and the version on the JS7800 emulator. 3/3/2021 - Demo of version 2.40! For Concerto compatibility, I have to run firmware .95. Added High Score Cartridge header for use on 7800GD No slowdown Better collision detection Brutus throws 4 bottles, regardless of whether Popeye leaves his line of sight. Revision F is now pink, like the arcade. It can still be turned off with the code. Unlocked Novice and Expert levels Popeye now has 3 lives for all demo difficulty levels. (Full version offers 5 lives on Novice.) Still limited to 3 levels of play. Points awarded for punching bottles on the See-Saw level. Popeye_2.40_Demo_8-8-23.a78 3/3/2021 - RC3.5 Concerto still has issues at times. Dragonfly now seems stable. These issues do not happen on the final cart media. The mcpdev is also very stable. There are some minor cleanups. Fixed the color on the high score erase screen. This is it, unless some bugs come up that need attention. Popeye(RC3.5_Demo_NTSC-PAL).a78 Popeye(RC3.5_Demo_BUP).a78 2/25/2021 - RC3.4 Fine tuning. Brutus now jumps at an angle, like the arcade. It's not quite as drastic. Popeye(RC3.4_Demo).a78 Popeye(RC3.4_Demo-BUP).a78 2/22/2021 - RC3.3 Tile change on first level. Was able to add a rail to the ship's crow's nest, during the intro and level clear. I also found out that Olive doesn't scold Popeye if a Letter falls into the water, on the ship level. I have corrected that inconsistency. I assume it doesn't make sense, since she's captured in this level. Popeye(RC3.3_Demo_NTSC-PAL).a78 Popeye(RC3.3_Demo_BUP).a78 2/21/2021 - RC3.2 More minor graphical changes. Now the title Popeye head has a brown pipe, like the arcade. Tile tweaks on the first level. Also reversed the ship mast shading, to match the arcade. Popeye(RC3.2Demo_NTSC-PAL).a78 Popeye(RC3.2Demo_BUP).a78 2/21/2021 - RC3.1 Minor update. Has a few tile changes Popeye(RC3.1_Demo).a78 Popeye(RC3.1_Demo_BUP).a78 2/20/2021 - RC3.0 This version has a lot more changes than a "release candidate" should have. From this point out, I would like to stick to bug-fixes. Fixed a high score issue, which was introduced by adding the High Score Clear. I noticed this while watching the @ZeroPage Homebrew stream. Each difficulty should line up properly now (Novice, Arcade, and Expert). No high score device should read "Top 5 Chart". That is the header for the arcade table. High Score Clear is accessed by holding RESET and pressing both buttons on the first stick! Also seen on ZPH: Brutus doesn't get stuck in the bottom left corner when Popeye has the spinach. (He gets stuck in the bottom left corner of the Notes board, but that is by design. That happens in the arcade.) @Defender_2600 had color suggestions: Popeye's drawn with a different hue of blue. The ship has a more midnight blue background, and the floors are more golden than yellow. (The arcade is a dark blue-ish purple when I play on an actual arcade machine. It seems similar in MAME.) Defender2600 had level suggestions: The Notes screen tower is now slightly thinner. The floor that leads to the see saw no longer extends to the end of the building. This required a lot of work in adjusting the logic. (See below) Fixed some tiles on the ship level. More color adjustments. REV F ROM set (Novice is based off an easier Popeye arcade ROM) has more of a burgundy background, on the Hearts level. The arcade REV F has a pink-ish background. I think this works well. The old "brown" was mistaken for green. Popeye now turns red, instead of pink, when he eats the spinach. Logic adjustments with see saw logic: This was about 8-10 hours consuming. I had some logic in place. Moving the floor exposed a couple holes in that logic, given a very specific alignment of the stars. In making the level adjustment, I got to recreate the 1%. It was still extremely hard to recreate. If Brutus kicked into pursuit mode, right as Popeye jumped onto the see saw, Brutus could still jump on top of Popeye. I believe I worked this out. I can't seem to get it to happen again. Tune adjustment: If the last item gets collected from the water, the game does not revert to the level tune. Last Note & Last Letter would sometimes still be present. I think I took care of that issue. Fixed some garbage that would flash after dying on the Notes stage. Popeye(RC3_Demo_NTSC-PAL).a78 Popeye(RC3_Demo_BUP).a78 2/9/2021 - RC2.9 Many fixes and updates. I am concerned that "Arcade" difficulty feels a little easier to me. That might encourage more people to play the arcade difficulty. I do want it to feel like the arcade challenge though. I can run this for hours on my Dragonfly and versa-cart, without any issues. It does crash at times on Concerto. It seems to be when idling in attract mode. 1. Fixed remaining issues with Brutus's pursuit music. 2. Colors and spinach timing are different for NTSC and PAL systems. 3. Reduced slowdown by limiting collision detection-per-frame. 4. Better proportioned Bucket. @KevinMos3 5. Adjusted the better proportioned bucket to fit Brutus's head 6. Lessened the use of flicker in some areas, due to the overhead saved in adjusting the collision. 7. Minor bug fix: Popeye disappears if collecting the last note when starting up or down the ladder. 8. Updated the Windows on the Notes Level. 9. Found duplicate tiles, and used the extras for "Thru" posts on level 2. 10. Last player 1 and player 2 scores display in blue during demo. 11. Fine-tuned Popeye's punch. ** 12. Popeye walks off the screen when wrapping around on the levels. ** 13. Brutus doesn't gain super speed when Popeye gets the spinach. 14. Brutus imitates the quirky behavior of the arcade when he's stuck in the corner, by the see saw. (When Popeye has spinach) 15. Brutus logic tweaks. 16. Fixed some artifacting when returning from demo play. Popeye(RC2.9_Demo-NTSC-PAL).a78 Popeye(RC2.9_Demo-BUP).a78 Most will not notice this change. Eliminates a flash of garbage after Popeye dies on the notes and ship levels. Popeye(RC2.9a_Demo_NTSC-PAL)s.a78 Popeye(RC2.9a_Demo_BUP).a78 2/1/2021 - RC2.8 Update. Only need one version for A7800, Concerto, and Dragonfly. BUP has a special version. I can play this version all day on my Dragonfly or versa-cart, and it doesn't crash. It plays pretty long on the Concerto, especially once things are warmed up. There's nothing I can do about that at this time. That was the inspiration to clean much of the back code up. A LOT of behind-the-scenes cleanup & some polish The bottles rotate slower - @tep392 Olive doesn't constantly walk on the Notes and Ship. (This affects game play in other ways that I won't disclose.) When Brutus gets his burst of energy, the bottle throwing music now plays, like the arcade. Popeye's house now has window panes. I can't believe I missed that. Popeye's now falls below the water line when he dies. On the arcade, Popeye reappears at the waterline, following the splash. I made Popeye bob back to the top. I like arcade purity, but I think they did it that way for sprite overlap issues with the water. The demo play scene is now more versatile. Popeye gets scolded often, like the arcade. Fixed rare combination that would silence music on the Notes level. Popeye(RC-2.8_Demo).a78 Popeye(RC-2.8_Demo-BUP).a78 As always, play the point-pressing version on JS7800! 1/26/2021 - RC2.7 The levels are now more in-line with the arcade aspect. Many tiles were re-drawn and repurposed. This was a 14-hour day (with hour break) and a few hours the following evening. The characters now know the levels, the attract modes are up to date, and everything seems fine. Let me know if there are any issues. @Defender_2600 suggested that I address the issue with the crammed levels. I didn't think I'd have enough tiles, but it worked out in the end. I think it was worth the effort. He also recommended toning down the yellow a little. Redrew the tiles Reprogrammed the tile graphics to line up with the new tile indexes (Hearts in the house, Whimpy and the see saw, etc.) Reset the coordinates for the staircases Reworked the self-play intro Cleaned up some sprite plotting. Adjusted some areas where the text colors were not flipping correctly. Popeye(RC2.7_Demo).a78 Popeye(RC2.7_Demo-BUP).a78 Popeye(RC2.7_Demo-Concerto).a78 1/23/2021 - RC 2.6 This version has major tile re-work. I started cleaning up the first level. This simulates the lower-res look of the arcade. In doing so, this cleans things up. Bricks are no longer 1px apart vertically, the stairs have 2px underneath. The floors are thicker, including the bottom level. I am unable to color the bottom blue, but I have a water shadow of sorts, to keep in the arcade spirit. On the logic side, I adjusted Brutus's randomness. He is less likely to jump down, based on difficulty, round, and number of items collected. This may not be obvious, because he will still jump down a decent amount of the time. Changing logic meant adjusting the demo play. The demo play now starts with an example of a heart falling into the water. Popeye(Beta2.6_Demo).a78 Popeye(Beta2.6_Demo-BUP).a78 Popeye(Beta2.6_Demo-Concerto).a78 1/16/2025 - RC 2.5 I wasn't going to do this, due to the amount of work, but I had to. New upper playfield on Level 1. The tileset with the grass are now one row lower, allowing more arcade-accuracy. Transferred tiles from one tileset to another, which caused an offset in tiles re-aligned plotted tiles (hearts in Popeye's house) Olive will now center herself after throwing the last heart. This keeps the large heart from being drawn off-screen. Fixed the staircase "bricks" to be blockier, like the arcade Revision F has a plum background, to match the arcade ROMs Flower doesn't disappear when level 1 is cleared Popeye(RC2.5_Demo).a78 Popeye(RC2.5_Demo-BUP).a78 Popeye(RC2.5_Demo-Concerto).a78 1/14/2021 - RC 2.4 Got rid of random off-pitch item collection noise, @playsoft This makes the game more stable using the Concerto. The sound seems to behave similarly to other games I tested. This has gotten rid of complete songs playing out of tune or missing parts. Updated sprites and palettes Title music plays every other loop; Atari Today only plays when the game is turned on. Olive doesn't walk in space after scolding Popeye Popeye's footsteps are closer to the arcade pattern. Overhaul of Popeye's ladder climb Fix some reset behavior The JS7800 Demo will also be updated, which allows Novice & Expert to be played. Popeye(RC2.4_Demo).a78 Popeye(RC2.4_Demo_Bup).a78 Popeye(RC2.4_Demo-Concerto).a78 1/2/2021 - Beta 2.9 Two-Player with shared joystick option. I figure this will be helpful for people with only one joystick. Sometimes I just like to play a two player game by myself. This should also help @ZeroPage Homebrew too ;). New death sound by @Synthpopalooza Updated the credits page More Popeye sprite tweaks Updated self-play sequence Brutus is smarter when Popeye has the spinach. Olive screams "HELP!" on the ship level. "Popeye Catch!" call out is present on the Notes level now. (Yes, the gray does show through the letters on the arcade too!) If the punch button is pressed during an intro or pause before a level starts, Popeye will punch when the level begins. This is a personal detail I wanted to include from the arcade. I am out of space in the hearts bank, so that level doesn't have a pause after the intro. No room. Shifted some code for less bank switching on the hearts level. Brutus is back to throwing a minimum of 2 bottles, instead of 4. This reduces slowdown, which is a better experience. All systems of the day made exceptions. He will still throw up to 4, if Popeye is in his line of site. Popeye(Beta2.9_Demo).a78 Popeye(Beta2.9_Demo-BUP).a78 Popeye(Beta2.9_Demo-Concerto).a78 12/25/2020 - Beta 2.8 - Many Changes. Merry Christmas/Happy Holidays Thanks to @tep392, I have confirmation that POKEY sound on actual hardware matches emulation. Just in time for a late Christmas release! Sound will still cut in and out on the Concerto, but some sound is better than none! Since it's Christmas, I have changed the "DEMO" version to include 2 lives (an extra life can be earned). The game now ends after clearing the SHIP. Updated sprites and colors Brutus has different color outfits to match each level Other various changes *** Brutus now throws all 4 bottles, like the arcade. I am not sure that I want to keep this, but I wanted to try it for a version. In a previous version, I added code to allow Brutus to stop throwing bottles after the second one, if Popeye leaves his line of sight. This helps eliminate some minor slow down. Also, there are certain areas where Brutus and the bottles will cause sprite overload. This is found on the Notes level. Should I sacrifice arcade pureness for this to eliminate slowdown and what ends up being flicker? I might go back in the next version. Will that be the final version? Updates some of the self-playing demo routines. Updated the credits. That still needs tweaked and cleaned up, but I wanted to get it out there. Popeye(Beta2.8_Demo).a78 Popeye(Beta2.8_Demo_BUP).a78 Popeye(Beta2.8_Demo-Concerto).a78 Popeye(Beta2.8_Demo).bin 12/8/2020 - Beta 2.7f - Fixes and clean-up. Popeye(Beta2.7f_Demo).a78 Popeye(Beta2.7f_Demo_BUP).a78 Popeye(Beta2.7f_Demo-Concerto).a78 Popeye(Beta2.7f_Demo).bin 11/27-2020 - Beta 2.7 Popeye(Beta2.7_Demo).a78 Popeye(Beta2.7_Demo).bin 11/24/2020 - Beta 2.6 Updated high score routines No High Score device - "Todays Top 5" will be stored with initials until power off. High Score device - "Novice Top 5", "Arcade Top 5", and "Expert Top 5" saved permanently. Brutus will wait for Popeye to clear the see saw, like the arcade. He did before in most cases. I fixed this when Brutus is in pursuit mode. Fixed artifacting on Title screen, found when level was selected in 2.5b Popeye(Beta2.6_Demo).a78 Popeye(Beta2.6_Demo).bin 11/23/2020 - Beta 2.5b - Update Popeye's fall (slower), fix bottle collision at far left, align some title elements. Popeye(Beta2.5b_Demo).a78 Popeye(Beta2.5b_Demo_BUP).a78(BUP disables high score saving, to work with BupSystem emulator) Popeye(Beta2.5b_Demo).bin 11/23/2020 - Beta 2.5a - Fix collision issues with items (still broken on some far-left bottles); Set Popeye stance after punch; slowed notes on higher levels Popeye(Beta2.5a_Demo).a78 Popeye(Beta2.5a_Demo).bin Popeye(Beta2.5a_Demo_Bup).a78 11/09/2020 - Original public demo Popeye(Beta2.1_Demo).a78 Popeye(Beta2.7f_Demo).bin Older revision screenshots
  5. Need only instructions for some 7800 games: - Mean 18 Ultimate Golf - Ikari Warriors - Moto Psycho Anyone?
  6. I thought I would list what inspired me to come up with this: -Rastan Saga -Gargoyle's Quest (The First two) -Zelda II: The Adventure of Link -Megami Tensei (The whole franchise.) -The Shadow of the Beast trilogy (Fantasy meets high-tech, surreal details, and many of the creatures.) -Ancient Mythology -Masters of the Universe (Fantasy meets high-tech) -Thundercats (Fantasy meets high-tech) -Steampunk (Most of the technology that does get displayed.) -The Curse of Issyos (and Locomalito and general) -Antiquity (Building and clothing aesthetics.) -Touhou Project A small list of the characters in The Demon Lands: -Megatherion (The Hero of The Agathodaimon) -King Agathion (Leader of Ul P'tak and the ruling Agathodaimon.) -Hedone* (Healer and friend of Megatherion.) *=In the Demonic Alphabet, her name is spelled "Headonea". This is due to the fact that 'ea' is the demonic equivalent of η. (Pronounced as [ā/eɪ]) -Alekto (The oldest of the three fury sisters. Often protective of her two sisters, but still willing to go on her own.) -Megaira (The second of the fury sisters, and known for being rather crude, even for demon standards.) -Tisiphone* (The youngest of these sisters, and the most daring of the three. Also known for being agile and quick-witted.) *=Written as "Tissipphonea."
  7. New game for the Atari 7800 AND Atari VCS just been dug up. Rescue legendary explorers in A.R.T.I. by Muddyfunster, a modern re-imagining of H.E.R.O. for the Atari 2600. #atari #atarivcs #atari7800 #atari2600
  8. I'm here to announce a new game made by Gambler172 and myself. Here is Gambler about the game: Gambler172: Gambler172 presents a new game tiled Adventures of Olli Troll. Olli the troll is the mascot in gambler172's latest games. As we are working on Journey of Snail 2, Frankodragon made a simple minigame. Gambler liked it and had the idea for Adventures of Olli Troll and asked Frankodragon if a bigger game with more enemies and obstacles would be doable. The graphic is in old retrostyle.....less colors.....lots of enemies and not too easy to play... but not unfair. Here is the result...... The game is not a blockbuster. It is more an easy to play game, which should make some fun. There are 25 screens including a boss fight and if someone doesn't die in the whole game, there is a hidden secret, shown at the end. And just for info.....Olli really exists. He is a strong, but clumsy guy, who worked with Gambler172 for many years. Frankodragon: The game is not an easy one as it will take practice to get through the objects. Olli gets infinite lives but if you're a hard-core gamer, this will be very challenging to get to the secret ending without no deaths. Some levels are just run and avoid while others have jumping involved. Oh, and if there is a level where you can't move, it might be a moving floor so you'll need to jump. The game with instruction manual sells for $30 USD with shipping extra. Please PM me if interested in a copy.
  9. I'm looking into options for a sleeve to protect my 7800 but I can't find anyone who made one for the 84 version only the 87 version. Does any other box sleeve work for the 1984 atari 7800 box?
  10. Hey Guys: Just wanted to get out there that the game I did for the 7800 - 'Failsafe' - which is sort of a 'Countermeasure II', will be put in the VCS store (7800 section) tonight or tomorrow. I wasn't sure if I was allowed to talk about this but I was given the green light. Thanks all! Bob
  11. When I attempt to play Baby Pac-Man by @PacManPlus on the default Atari 7800 emulator package you can get with Onion OS (custom Miyoo Mini firmware), things get weird going from the arcade screen to the pinball screen. The ball seems to get stuck at the top and I either get a tilt or it suddenly appears and plunges past my flippers into the drain. I don’t have footage rn but I could set up a tripod and try to capture it.
  12. Worth $160? The 7800 GameDrive review!
  13. I’m Popeye the sailor man. Toot toot!
  14. darryl1970

    PentaGo

    It's PentaGo! The full version has Novice, Arcade, and Expert difficulty levels. Each difficulty has its own high score board, when used with a high score save device. (One combined scoreboard when no device is present) Difficulty Levels: (Demo does not have multiple difficulty levels.) Novice: # of Pengos = 5; Extra Pengo = 30,000; Snow-bees start off at very slow speed Arcade: # of Pengos = 3; Extra Pengo = 30,000; Snow-bees start off at standard pace. Average intelligence. Expert: # of Pengos = 3; Extra Pengo = 50,000; Fast snow-bees Demo: # of Pengos = 2; Extra Pengo = 30,000; Arcade difficulty; # Of Playable Levels = 4 I tried to take the best of the arcade and 5200 versions, to make what I feel to be the most balanced conversion. I feel that the arcade can be brutally unfair. The arcade collision heavily favors the snow-bees. It is easier to miss with an ice block, especially on higher levels. Also, the wall stun is delayed in the arcade version. If Pengo stuns a snow-bee that is next to him, the arcade snow-bee will slide into Pengo, kill Pengo, and then it will be stunned. Pengo is momentarily unable to move after pushing or crushing an ice block. My version has a slightly lesser delay after Pengo pushes a block or crushes an ice block. The arcade delay seems to get longer as the snow-bees get insanely fast. It makes the game feel impossible at times. I think the game is difficult enough already. If Arcade Mode is too easy on this version, Expert more than makes up for it. I have not yet decided what to do about the rounds. The arcade game has 16 rounds. The arcade game becomes almost impossible after round 14. It becomes harder to hit the snow-bees with the ice, they crush the ice before the player can push a cube, and they are much faster than Pengo. After round 16, the game loops to level 1, and the difficulty is back to level 1 difficulty. I believe this is because the game is so difficult and cheap at that point, the programmers never expected anybody to get that far. I currently allow the game rounds to continue on indefinitely. I kind of like it this way. The game has 12 different intermissions. The last two intermissions alternate after level 12. Unlike the arcade game, this version does not reset to level 1 after level 16. This version has the button pause option in the settings menu. It defaults to off, and the most recent setting saves to the HS Device. It has some clean-up over the previous too. Found more Bugs. Also added Pause from joystick (Need feedback on Pause, but read conditions in post!!) Title and "Got Bonus" tune update - 4-17-2023 Pretty Big Update - 4/14/2023 Update 9/29/2022 Updated for PRGE All options are now moved into the menu. The difficulty switches no longer control the tune that plays. It is now selected from the SETTINGS menu. The chip is now selected from the SETTINGS menu. (TIA/POKEY) Here is the post! Update 07/24/2022 Arcade difficulty is easier. The difficulty has been adjusted to ramp up more slowly on the arcade setting. The arcade is ruthless from the beginning, and I want this to be enjoyable. I hope I found a good balance. New on-screen indicators for HS Devices, TIA or POKEY selected (Left Difficulty SW), and more... Updated sound effects. Code cleanup, allowing extra features. The code, "up, down, up, down, left, right", can be entered on the Title screen. This changes the Penta title to an alternate name. This change is saved on your HS device. Another code will unlock the ability to play in CHEAT MODE. This unlock is also saved to your HS device. New Settings page. I was not TRYING to please @ZeroPage Homebrew , by making the game couch compliant, but it's a cool side effect! Some settings are unavailable in the demo. Bonus Levels * - Select Blob mode, @ZeroPage Homebrew mode, and cheat mode (unlocked with code). Force Tune - Previously set with code. This will force the background music to one song. The song is selected by changing the right difficulty. Once forced, the song can be changed mid-game. Left difficulty still switches TIA and POKEY selection. Level Select * - Select starting level and which board layout to play. Select at the beginning of each round. Invincible * - Pento doesn't die when hit by a sno-bee. Reset Unlock ** - Go to page to delete game parameter saves, such as the title change or once cheat mode has been unlocked. New Page! Reset Scores ** - Go to page to delete high score saves for each difficulty. No longer necessary to hold Select and Reset on power-up. Note: In "Cheat Mode" Penta can die, but will never lose a life. In this mode, the "Select" button will automatically clear a level. This was my debug setting. This mode is also available in Popeye, but it is only available in the full version of the games * - These modes will disable the high score functionality. ** - These options are only available if a high score device is present. Click here for link to game demos. Update 11/13/2021 Fixed issue where sno-bees travel through star blocks and blocks with eggs hidden inside. I wasn't going to change this, because it can happen in the arcade. I still allow it at level reset, if a sno-bee is trapped in its corner. Fixed issue with sno-bee randomness. This makes the sno-bees a little less predictable. It's been broken for a while. "Pento" can no longer hide on the other side of a star block when all of the sno-bees are on the same vertical or horizontal path. Updated the banner to match the arcade bootleg, "Penta". More TIA harmonies & updated Pokey alternate tune. Other sound tweaks. Minor cosmetic changes PentaDEMO(11-13-2021-AM).a78 PentaBUP(11-13-2021-AM).a78 Update 11/06/2021 - Many updates Refined controls. Smoother navigation. Button action now mimics the arcade, so it can not be held down indefinitely. Credits screen has been added Snow-bees hatch faster Tighter snow-block collision. (Almost too easy now!) Intermission penguins walk from off-screen now. Music is sync'd to where it plays the full tune after level 6. The arcade ALWAYS cuts the tune off. (The intermission can be skipped with the joystick button once the penguins are half-way across the screen.) Additional level layouts: 16 regular and 2 hidden (ZPH & Blob mode) Minor cosmetic changes The most noticeable updates: Refinements to POKEY music. Thanks again @playsoft for the engine and Popcorn POKEY. Intermission has dedicated POKEY music @Pat Brady Brady updated and refined the TIA Engine, adding dedicated harmonies. He reworked the TIA tunes (LEFT DIFFICULTY selects POKEY/TIA) I have no issues with my versa-cart or Dragonfly. POKEY sound is fixed on Concerto (At least is works on my cart). TIA sound also works on Concerto. I did have one issue where the game would crash when I tried to start the game. I erased the game off of my card and recopied it to the card. It has been running on my Concerto for 3 hours now in invincible mode. It's now up to level 80, since the snow-bees forfeit after 2 minutes of inactivity. Half has been in POKEY mode, and half in TIA. PengoDemo(11-06-2021).a78 PengoBUP(11-06-2021).a78 Update 10/23/2021 - Alternating BG tunes; Updated TIA Popcorn This version alternates the background tunes per-round. I start with the Popcorn tune, since that appears to be the original tune used. This also includes an updated Popcorn tune for TIA A new cheat code has been added. This one can be accessed inthe demo: At the title screen: {right, right, right, left, left, left} toggles the ability to force the background tune. This just unlocks and locks the right difficulty switch, to be used as the versions prior to the alternating tune. Tighened up the collision when an iceblock catches a snow-bee Added a sfx when a snow-bee is crushed PengoDemo(10-23-2021-AM).a78 PengoBUP(10-23-2021-AM).a78 Update 10/22/2021 - TIA Popcorn, for those without POKEY. Sorry for the quick post, but this may be the last for a while. A lot came together, and I think I am winding down to more of a maintenance mode, unless I decide to alternate the background tunes. This contains general clean up in sound. Key Pokey harmonies from a table. PengoDemo(10-22-2021-MD).a78 PengoBUP(10-22-2021-MD).a78 *** Bonus: There are 6 hidden modes that are unlockable in the full version. I compiled a couple into a demo. Pengo doesn't lose any lives, but the demo is only limited to a number of level clears. Blob Mode (Used to test the Blobs. After being on a level for two-minutes, this mode is activated in regular play.) - PengoBlobDemo(10-22-2021).a78 ZPH @ZeroPage Homebrew Mode (Every other board is the ZPH level) - PengZPHDemo(10-22-2021).a78 Update 10/21/2021 - Popcorn added for POKEY sound. LeftDiff = POKEY On/Off; RightDiff = Alternative/Popcorn PengoDemo(10-21-2021-PM).a78 PengoBUP(10-21-2021-PM).a78 Update 10/16/2021 - High Score saves (To clear corrupted high scores, hold RESET & SELECT on options screen.) The previous demo skipped the high score entry screen. This is fixed, and music is added. PengoDemo(10-16-2021-AM).a78 BUP does not support high scores. PengoBUP(10-16-2021-AM).a78 Update: 10/13/2021 PengoDemo(10-12-2021-PM).a78 PengoBUPDemo(10-12-2021).a78 First Public Demo - 10/08/2021 PengoDemo(10-08-2021-PM).a78
  15. I can't say I have a very extensive 7800 collection. These are the loose carts that I own. That's probably true for most folks since it's library is a lot smaller than the 2600. I've come into the 7800 market only in the last 2 or 3 years, after I bought a 7800 console from Best Electronics. The reason was for me to get was to get something with a working AV mod since my attempts on an Atari Jr were poor. In fact, the only Atari consoles I own now are two 7800s. I ended up buying a couple of common lots off eBay which got the ball rolling. I had a harder time finding Commando, Double Dragon and Mario Bros. It took me over a year of watching Craiglist, Kijiji and eBay to come across a good copy of Summer Games. I think that was the hardest one of them all to get and I think I got it at a reasonable price. I had a lot of duplicates but ended up selling the lot on eBay for a reasonable price (better than the offers I got from a couple of stores and via Kijiji). I think they were all common titles, with the exception of Mario Bros. Many of these I haven't really played much. Xenophobe, Matmania and Rampage were tricky to find as well. There were a bunch that I wanted to get like Kung Fu Master, Mean 18, or Scrapyard Dog, but I will probably never get them now since prices are way too high. I bought a boxed Ninja Golf, but if I had the multicart before that I would never have bothered. Typically the games I play are Xevious, Commando, Karateka, and Ninja Golf. Except for Donkey Kong, the adaptations of the titles released on the 2600 (Dig Dug, Ms. Pac-Man, etc) never really captured my attention. I can't believe that Atari did Asteroids for the 7800. In 86 (or even 84), the world had moved on ...
  16. The Journey of Snail: A New World For the Atari 7800 Text Adventure Game The Journey of Snail: A New World is a text adventure for the Atari 7800. After defeating the evil witch Pen, you're stranded on a deserted island in the digital plane of existence of Sinclair. Your chance to go home has finally come by going through some extremely dangerous worlds. There are some realms and realities so alien that might break your mind. You'll go through horrors that will trouble your sleep, but also friends who will help, and enemies to destroy you. Plus there is dark comedy. Choose your destination by pressing the controller button and joystick directions. Will you choose the right path, or will it lead to your demise? $35 U.S. plus postage Comes with Cart and Manual Inspired by the Timex Sinclair 1000 and CYOA books. Contact Frankodragon via the AtariAge Forums to order https://atariage.com/forums/profile/18158-frankodragon/
  17. So these arrived in the mail yesterday and so I was super stoked to build one up and try installing it onto my test bed stock 7800 I use in the lab. If you saw my earlier blog post, you might have already figured it out, but yes... I designed some mount PCBs for slight ease on installing UAVs into 7800s. These mount boards have the chroma fix already on them in addition to the extra resistors and cap for audio mixing to external RCA jacks etc. However, this is a dual mono audio solution and not stereo... just something to keep in mind. Not sure I will make these available to the public yet as the time to hand assemble and test them isn't something I can do large scale. But for my client installs going forward, this is likely how my UAV installs will pretty much look like. This first board I put together is using single pin sockets so I could easily pop the UAV on/off the board as needed for testing etc. Actual installs will have the UAV soldered permanently onto the mount board and as a result the UAV will sit lower onto the mount board than you see here. The mount board is designed with board headers so that you solder it down near the resistor legs that the video signals are tapped from. I also have vias for power and ground that line up with the GND and +5 from the RF modulator pins. In this example install, I use a 90 right angle pin header that solders to the top of the pin headers from the RF modulator board and then can be soldered through the vias. But this isn't required as you could just solder wires to these vias instead if you wanted. Additionally, once the UAV is attached, you could also just run +5 and GND to the UAV pads and it would feed everything as well. I also have included 2 more board headers that allow me to solder to the R5 and R6 resistors to get the audio signals we need for the POKEY and TIA. These are then mixed on the mount board and an audio out pad provided to simplify the audio portion of installs. Here is the example setup I did last night. Again I used single pin sockets on this so I could remove the UAV easily but actual installs would have the UAV soldered onto header pins directly. As a result, the actual combo won't sit this tall on actual installs as the UAV will only at half the height you see here. Here are two more boards I soldered up ready to go. These are using the through hole pin headers. To align these, I actually set them into place and then set a UAV on top. So actual assembly is basically to solder on the SMD components first, then set the header pins for the UAV into place, place the UAV onto the pins to align everything up, flip the board over and solder the header pins for the UAV on the bottom of the PCB. Then I solder in the larger and thicker header pins for the mount boards resistor leg mounting. I then line it up and solder the mount board into place. I'm then able to do some initial testing without the UAV by power on the console to make sure I have power and ground connections where needed. I can also verify that some of the video signals (Especially chroma) are coming through using my o'scope. Everything else just needs continuity tested to be sure I have connections. I can then place the UAV onto the pins and power on again without soldering it to initially test that the UAV is working. Granted it is just sitting on the header pins at this point, but they make a good enough connection for these initial tests. Once confirmed everything is a go, I can then solder the UAV permanently into place and run my output wires where needed. Because of the orientation of the UAV (It was really the only way to keep it all self contained in this one spot), it does require running your AV out wires ahead of time or header pins etc.. as you won't be able to solder it into place very easily once the UAV is in place given how close the video outputs will be to the RF modulator's interconnect board.
  18. Hello! I'm looking for someone to do an AV composite mod for an Atari 7800. I already have the mod for it (see picture), but I don't know how to install it myself. Guessing the console could use a recap and all the good maintenance type of stuff one would do for aging hardware. Additionally, paddle controllers do not seem to work on this console when playing 2600 paddle based games. I would like for that issue to get fixed, as well. Otherwise, I've not really experienced any issues with the console. Plays 7800 games fine and most 2600 games (a few Activision games won't boot up, but think that's expected). If there are recommendations on who to contact or if you're interested in doing the work, please let me know! Thanks ahead of time!
  19. Hello, I am in a bind. I used to do a lot of mods and console repairs on older systems, but this was over 10 years ago. I picked up the hobby again and had some successful repairs and mods. As I am learning again, I still have have a lot to learn and several projects I completely messed up. My friend asked if I would take a look at his 7800 as it was no longer working. He provided me with a ton of controllers, games and the console itself. He had tried to repair the RF unit and eventually took it out but left it there. I successfully got it up and working with an AV mod with some sound issues still and not getting pokey sound to work. I worked with all games and no real issues. One day I pulled out the system to test out a multi-cart to work on that issue and try some other games before getting the system back to my friend and no power. I tested and found the power button needed to be replaced so I did that. I also repaired the power jack and got an adapter that is lighter and worked with the system before it did not power on anymore. It still did not power on so I replaced the voltage regulator and it still did not power on. I finally found a video that bridged pins 1 & 2 for an IC chip on the top right corner of the board, and it stayed powered on when plugged in, so I tried that and it worked. A few days later I tried to turn it back on and the light came on, but now there was no sound and no video and then the power light slowly dimmed before dying after making a quiet high pitched tone until it dropped out and the light went completely dim. I unbridged the pins and for some reason now it would power on with the power button and the red light dimmed and powered off again. I then noticed the voltage regulator usually has a grounding plate (I assume) that was missing so I'm not sure what to do about that or the dimming light (is the VR getting too hot?). I replaced some of the caps and tested the rest not finding any issues with those. I tried to remove the IC chip (TC4013BP) and replace it but the ebay chip did not work even thought it did power on but no sound and video. I put the original chip back. I accidently bent the Voltage regulator and tried to remove it but was unsuccessful after getting too tired tonight. Basically I am at a loss and tired after a month or more of tinkering, digging in forums, relearning some techniques and learning more and more without success. I would just say it's a loss and maybe just not in the cards but here is the thing....I am emotionally destroyed. My plan was to get this system up and running and return it to my friend and his family, the thing is his dad has cancer and he grew up playing with his dad and his brother. I wanted so bad to get this up and running and it was working! BUT something happened and it stopped turning on and now all of this. I am asking the community not to help me figure out what to do but who would be willing to look at the system and fix my bad work and see what they could do. I am begging to get some help. I know I could buy a "new" old system but it's not the families original board or system. Please help and I am glad to pay for any service costs. I just want to get this back to him so they can enjoy and have some good memories playing on their old system again. Feel free to offer up some thoughts on what could be some issues but I would really like to see if there is anyone out there. Thank you for reading.
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