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Blogs

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  • That's what she said.
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  • The (hopefully) weekly rant
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  • BubsyFan101 n CO's Pile Of Game Picks
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Found 19 results

  1. Last year, I did an internal installation of an Atarivox+ in my 7800. The goals were to have the Atarivox' audio mixed with the console's audio, and to also have a way to turn off the Atarivox if it was interfering with controllers. Both of these were to be accomplished without cutting or drilling the console's case. In the end, it worked out really well, and it's now weird to me whenever I see a 7800 come up from cold and don't hear the, "Atarivox Plus - Ready," greeting at power-on. Where this was especially evident, however, was on my 2600 Jr. The lack of speech and savekey support in certain titles was becoming more and more noticeable by its absence compared to the 7800, so wanting to install an Atarivox in it started to sound increasingly appealing. The only real question was, "will it fit?" There's a lot less room inside of a 2600 Jr. than a 7800 - a lot less. So an Atarivox+ was ordered and the measuring got underway. There were two main goals being shot for: one, find out if it was even possible to physically fit the Atarivox+ in a 2600 Jr. case; two, replicate all of the functionality of the 7800 installation in the Jr. The modifications that this Jr. already had were a UAV, Traco 2-2450 DC-DC converter, and the ribbon cable for the Reset and Select buttons had been replaced with wires and DuPont connectors. Significant modification to the Atarivox+ PCB was also required, and I'd recommend reading through all of this before committing to a course of action. There's plenty of room to screw things up (ask me how I know) even if there's not a lot of elbow room for the installation itself. Please note that the photos in this post are showing what is essentially a Version 1.0 installation - there was a lot that had to be figured out as I went, and there is room for improvement in certain areas. Having said that, suggestions for improvements are certainly welcome Moving on, there are three main components that will be needed: One AtariVox+ Speech Synthesizer One Adafruit 4-channel I2C-safe Bi-directional Logic Level Converter - BSS138 One Miniature Capacitive Touch Switch (these are apparently only sold in pairs; I've yet to see single ones for sale) And, in addition to those, the usual gamut of wires (with DuPont connectors), straight and right-angled 2.54mm pin headers, a pair of 10kΩ resistors, solder, a soldering iron, electrical tape, double-sided tape, etc. Starting off with the capacitive power switch: this was adhered to the underside of the upper case with a single layer of Gorilla Tough and Clear mounting tape; placement was between the Reset button and outer wall of the case. It receives +5VDC (red wire) and GND (black wire) from the mainboard and switches +5VDC over the orange wire. Tapping on the case to the right of the Reset button turns the Atarivox off. While it can be turned back on using this method, it's better to power-cycle the machine so that everything comes up in a known state. +5VDC power was taken from TP1, located just below and to the right of the RF output jack; a right-angled pin header was soldered into it. GND was provided from a pair of pads located on the mainboard next to the RF modulator shield. Note that the shield does not have to come off to access them - they're between the shield and edge of the board. Four are located in a small, square cluster, and two right-angled pin headers were installed; the second pin header will be needed later on. One word about the switch: there are jumpers on it that can be changed in order to alter its behaviour. It is strongly recommended against doing this. As it comes out of the box, the jumpers are already set correctly, and changing them may potentially damage the switch, 2600 Jr., or other components. Additionally, the layer of double-sided tape used to hold it in place does not interfere with the ability of the switch to sense a tap - if anything, it cuts the natural sensitivity of the switch down slightly to a more usable level. Moving on to the BSS138 board (Adafruit Level Shifter): This board is used to both power the Atarivox on and off as well as enable or disable the signal lines running from the console's right joystick port to the Atarivox. Vertical pin headers were installed in both rows, with a cut-down pin header bridging the contacts on the underside of the board for the pads marked 'HV' and 'LV'. The same wiring colour scheme was used here for both sides of the board: white, grey, green, and yellow were soldered to pins 1 through 4, respectively, of the right joystick port and connected to the corresponding pins on the HV side of the board; GND was taken from one of the previously-mentioned pads next to the RF modulator while switched +5VDC (orange wire) was connected to the pin marked 'HV' on the PCB. On the LV side of the PCB, the corresponding wires were soldered directly to the same-numbered pins on the Atarivox where the controller jack had been removed. Switched power (the pin marked 'LV') was soldered to pin 8 on the Atarivox; GND was attached to pin 7. Again, a single layer of Gorilla Tough and Clear mounting tape was used to adhere the Adafruit Level Shifter to the Junior's PCB. And now for the modifications to the Atarivox+ board: In order to make the Atarivox fit in the space above the RF modulator, a number of modifications were performed to it: The controller jack was removed On either side of the controller jack, the remaining anchor points for the jack were cut away with a Dremel along the white lines outlining the footprints of the anchor points The headphone jack was removed; with this and the controller jack gone, about 15mm of overall length was shaved off. Be careful when removing this one - if it's surface-mounted it'll want to take traces with it Note the white wire coming off of the board from the right side of C1. This is the audio output, and is attached to the most easily-worked location to pick final audio off from Wires with female DuPont connectors on the far end were soldered directly to the PCB in the location where the controller jack had previously been located; this was to keep the height of the installation at a manageable level The controller jack wires were separated into two bundles: one for pins 1-4 (Atarivox data; white, grey, green, and yellow, respectively) and one for pins 7 & 8 (ground (black) and switched power (orange), respectively). Two layers of Gorilla Tough and Clear mounting tape were used to hold it in place, one on the empty space on the 2600 Jr.'s PCB and one completely covering the back of the Atarivox' PCB. This provided both insulation from live components as well as enough clearance to fit the Atarivox just barely over and above them without running into clearance issues with the underside of the top shell. If you are planning on keeping the RF shields in place, it's strongly recommended to put a layer of electrical tape over any shield surfaces that might come into contact with the additional hardware. This essentially means the face of the shield over the RF modulator facing the rear of the console, and the entire rear-facing part of the main RF shield. There's also one side of the main shield that meets the modulator shield at a right angle; that one should be taped over as well. Finally, here's a bird's-eye view of the almost-completed installation: The white audio output wire coming off of the Atarivox from C1 can be seen looping out of the right-hand side of the frame, coming back into view just below the RF modulator. On the section just below the RF modulator, there's a length of heatshrink covering this wire. This is where a 10KΩ resistor was spliced in; another of the same value was spliced in to the audio output (another white wire) from the TIA located just above and to the right of the IC. Be sure to splice the Atarivox' output into the audio wiring after the resistor coming from the TIA's output. Note that the resistors are mandatory: without them, there will be sound from either the TIA or Atarivox (if powered on), but not both. One word about the resistors: after living with the 10KΩ ones for a few days, using ones with a lower resistance is suggested. 6.8KΩ or 4.7KΩ would probably be a better fit, and 2KΩ may also work. While both the Atarivox and Junior audio mix without issue at 10KΩ, the amount of volume that can be obtained from the Atarivox with 10KΩ resistors is about the bare minimum necessary to have a usable mix. At this point, everything's ready for refitting the RF shields (if desired), routing cables, and testing the machine. On powerup, "Atarivox Plus - Ready," should be heard from the display's speakers, and Juno First is recommended to test with since it mixes speech with TIA audio early on in the game; it also displays "Savekey Found" if it's detected at load time. Adjust the Atarivox' volume as necessary and once it's at the preferred level, carefully refit the top case, taking care to not catch any wires between the case halves or the screwposts. Other than replacing the 10KΩ resistors with ones of a lower value, one other change that may be worth making would be to replace the volume pot with one that mounts horizontally rather than vertically. This has the potential to reduce the overall height by a few millimetres, and while that might not sound like much, there are variances in PCBs, case mouldings, the adhesives used, cable routing, etc. that could turn that extra clearance into the difference between a successful fit or a frustrating, semi-finished project. This is something that I wanted to implement from the start, but available time meant that the luxury of being able to order and try out a few different trimpots just wasn't really there. In any event, if you decide to undertake this modification, all the best of luck to you, and please post any questions below
  2. Can the AtariVox/AtariVox+ and SaveKey be plugged into the first controller port or is it only supported on the 2nd controller port? Also can 2 AtariVox/AtariVox+'s and/or SaveKey's be used at the same time?
  3. Hi, I found no easy to use code for loading and storing on a SaveKey or AtariVox. Therefore I am presenting my code here. All it takes are: add the attached include file to your code's directory define the three variables/constants at the beginning of the code call WriteSaveKey for storing your score etc. call ReadSaveKey for reading what you have stored Notes: if you have multiple scores to store (e.g. different game modes), you have to modify the address used in SetupSaveKey. the X register is not used in any i2c subroutine. after calling WriteSaveKey you must wait at least 5ms (~80 scan lines) before accessing the SaveKey again. update i2c v2.3 attached, fixes unwanted noise issues when using an AtariVox skBuffer = <score RAM> ; define the RAM address you want to store SK_BYTES = <n> ; define how many bytes your want to store SAVEKEY_ADR = $xxxx ; ask Albert for a free slot! include "i2c_v2.3.inc" ; a highly optimized (for space) version i2c_subs ; this makes the i2c macros of the include file known to the code ;------------------------------------------------------------------------------- WriteSaveKey SUBROUTINE ; total cycles = 1923 (for 3 bytes) ;------------------------------------------------------------------------------- ; setup SaveKey: jsr SetupSaveKey ; 6+927 bcc .noSKfound ; 2/3 ; write high score: ldx #SK_BYTES-1 ; 2 = 937 .loopWriteSK lda skBuffer,x ; 4 jsr i2c_txbyte ;6+296 transmit to EEPROM dex ; 2 bpl .loopWriteSK ; 2/3=932 ; stop write: jsr i2c_stopwrite ; 6+42=48 terminate write and commit to memory .noSKfound rts ; 6 ;------------------------------------------------------------------------------- ReadSaveKey SUBROUTINE ; total cycles = 2440 (for 3 bytes) ;------------------------------------------------------------------------------- ; setup SaveKey: jsr SetupSaveKey ;6+927 bcc .noSKfound ; 2/3 ; start read: jsr i2c_stopwrite ;6+42 end of "fake" write jsr i2c_startread ;6+284 Start signal and $a1 command byte ; read high score: ldx #SK_BYTES-1 ; 2 = 1275 .loopReadSK jsr i2c_rxbyte ;6+333 read byte from EEPROM cmp #$ff ; 2 EEPROM slot empty? (we are assuming $ff for uninitialized space) bne .skipEmptySK ; 2/3 no, skip clear lda #0 ; 2 clear EEPROM slot .skipEmptySK sta skBuffer,x ; 4 dex ; 2 bpl .loopReadSK ; 2/3=1061 ; stop read: jsr i2c_stopread ;6+92=98 terminate read .noSKfound rts ; 6 ;------------------------------------------------------------------------------ SetupSaveKey SUBROUTINE ; = 927 ;------------------------------------------------------------------------------ ; detect SaveKey: jsr i2c_startwrite ;6+312 bne .exitSK ; 2/3 ; setup address: clv ; 2 lda #>SAVEKEY_ADR ; 2 upper byte of address jsr i2c_txbyte ;6+296 lda #<SAVEKEY_ADR ; 2 lower byte offset jmp i2c_txbyte ;3+296 returns C==1 .exitSK clc rts ; 176 bytes in total (less if you inline the subroutines) I hope this answers all questions. Else let me know. SaveKey & AtariVox memory allocation list i2c_v2.2.inc i2c_v2.3.inc
  4. Not sure if this has been covered, but I’m interested in how difficult it would be to hardware mod a 7800 to allow simultaneous use of the Atarivox and dual-stick control. T:me Salvo is the game I have in mind to take advantage of this, but having the capability would open up lots of homebrew and hack opportunities as well. I’m guessing this would be difficult at best, on a hardware AND software level. Has anyone given this much thought?
  5. What games should have AtariVox voice hacks and what should they say? Would you want have Keystone Kapers say: I am going to get you? Would You want tips and ET catchphrases to ET? Would you want taunts and expletives to be had in Outlaw? Would you want menacing voices and taunts from the Boss in Yars' Revenge? Post what games you would think would be beneficial to have AtariVox voice support and what lines you would want to hear.
  6. Heroes & Shadows Website: https://heroesandshadowsgame.neocities.org Screenshot Story An alien Xolan has crash landed on your planet to warn you of the Mavok an evil race of creatures that want to enslave all. The creature isn't strong enough to fight them and needs your help. Help him become the strongest creature in the universe! Objectives To grow your pet to become the strongest. Controls Left Joystick Up/Down: Select Command Fire: Use the selected icon Right Joystick Atarivox for saving progress and voice speech (Optional) Builds Latest https://www.dropbox.com/s/auqkkwoecu6bvn9/has.bin?dl=1
  7. After about a month and a half of frustration and fun, I have three game releases for the Atari 2600. I hope that you enjoy them. If you would like to see any of these games on cart, please let me know! Heartbreak Download NTSC - PAL60 - PAL50 Special: Support for the Atari Driving Controller and high score saving via AtariVox or SaveKey About There is no better than adversity. Every defeat, every heartbreak, every loss, contains its own seed, its own lesson on how to improve your performance the next time. - Malcom X Heartbreak is an colorful original arcade-style game inspired by Breakout. The game was designed and prototyped for the 2013 Global Game Jam competition and won Best Game Mechanics and Player's Choice awards in the local chapter. Thanks to Omegamatrix for developing a kernel for Heartbreak and to ACrystal2011 and StaticHamster for testing! Extra thanks to the AtariAge.com homebrew community for all the help in getting things to work! How to Play Use right/left or clockwise/counter-clockwise on the Atari Driving Controller to rotate the blocks clockwise and counter-clockwise, respectively. Lives Each game mode has 9 lives before heartbreak (loss), with 3 hits per each of the 3 heart sizes. All heart sizes are restored at the beginning of a level. Scoring Red and Blue game modes give points for each broken block and bonus points for the heart size (600 for large, 400 for medium, 200 for small). Yellow and Green games give points only for cumulative ball bounces, so try to keep that ball moving! Game Modes On the title screen, choose left/right, select, or rotate clockwise/counter clockwise on the driving controller to select the desired game mode. Red Fire when the heart is pulsing the desired color. Match primary colors to a block of the same color or a block that contains the primary color until all blocks are broken. White blocks will give a heart size back. Avoid hitting blocks that are black at the start of the level. Yellow Fire when the heart is pulsing the desired color. Press fire at any time to change the ball's color to the current color of the heart. Keep the ball bouncing by matching primary colors to a block of the same color or a block that contains the primary color until all blocks are broken. White blocks will give a heart size back. Avoid hitting blocks that are black at the start of the level. Blue Fire when the heart is pulsing the desired color. Match primary colors to a block that does not already contain the current color until all blocks are white. Avoid matching colors to blocks that already contain the currently-selected color. Green Fire when the heart is pulsing the desired color. Press fire at any time to change the ball's color to the current color of the heart. Keep the ball bouncing by matching primary colors to blocks that do not already contain the current color until all blocks are white. Avoid matching colors to blocks that already contain the currently-selected color. The Way Colors Work Tip: Remember your finger paints: Red + Yellow = Orange Yellow + Blue = Green Red + Blue = Purple All Colors = White No Colors = Black Special Functions Switching Controllers To switch between a standard joystick controller and an Atari Driving Controller, simply plug in the desired controller at any time. It will be detected automatically. Increased Difficulty For a greater challenge, set the left difficulty switch to A (Pro). The ball will speed up over time. Saving High Scores If a valid AtariVox or SaveKey is detected in the second controller port, the current highest score will be displayed on the title screen when the game is turned on. High scores are automatically saved on the title screen when the player loses or toggles reset to return to the title screen. Erasing High Scores To clear the high score, hit fire while holding select when in one of the four game modes. The current score will be saved as the new high score the next time the player returns to the title screen. Muting the Heartbeat If you prefer not to hear the heartbeat while in game, toggle the Color/B&W switch to B&W. Fix-It Felix Sr. Download NTSC - PAL60 - PAL50 About Before the Magical Hammer was passed on to Fix-It Felix Jr., his father had to keep things in order. Fix-it Felix Sr. is a parody remake of the game Fix-It Felix Jr. featured in the Disney film Wreck-It Ralph. Fix-It Felix Sr. is a simple, colorful, and fun arcade game. Thanks to ACrystal2011 and StaticHamster for testing. How to Play Avoid ducks and falling bricks while fixing broken windows by hitting the fire trigger. Broken windows in the row Felix, Sr. is standing in are indicated by blank spaces in the indicator at the bottom-left of the screen. If the window Felix Sr. is in front of is broken, the indicator will be red. If it is green, the current window is in good condition. Lives are shown with the indicator at the bottom right of the screen. Keep an eye open for the pies that get set out on window sills--they give you an extra life! You gain points for each window repaired, eating pies, and completing a stage by fixing all broken windows. Special Functions Pausing the Game To pause the game, toggle the Color/B&W switch to B&W. Joy Ride Download NTSC - PAL60 - PAL50 About The sun is setting behind the city across sapphire-blue waters. What better time to go for a joy ride to enjoy such a beautiful evening? Only one problem--you seem to have taken the slow road. Joy Ride is a fast-paced avoidance game inspired by Gate Racer by Atarius Maximus. Thanks to StaticHamster for testing. How to Play Use up/down/left/right to avoid hitting cars for as long as possible. Collect power-up pellets (up to 3) and hit fire trigger to clear the road of traffic for a while. Watch out for the slow lanes! Special Functions Pausing the Game To pause the game, toggle the Color/B&W switch to B&W. heartbreak_final_NTSC.bin heartbreak_final_PAL60.bas.bin heartbreak_final_PAL50.bas.bin fixit_final_NTSC.bin fixit_final_PAL60.bin fixit_final_PAL50.bin joyride_final_NTSC.bin joyride_final_PAL60.bin joyride_final_PAL50.bin
  8. Hiya all... This was the homebrew licensed by LAI games that was produced in 2009. Only 50 were made from what I understand. Last couple to hit eBay went from somewhere around $50-$100 for a loose cartridge. Below is a list of stuff I am looking for that's all in that range last I checked. If you have one of these and would like to trade it for a loose original Stacker homebrew, let me know. Rather trade it here if possible than put it on eBay. Sir Lancelot (Xonox single-ender) Boing! Tooth Protectors Rebooteroids AtariVox Thanks for looking!
  9. Hello. I am having difficulties with my AtariVox with the Homebrew Wall Jump Ninja. It appears not to be saving my high scores at all or only working sporadically. I've tested it both on my 7800 (with Genesis extension cord) and on my 4-switch woodgrain. I am also getting a random sounding blip or bleep out of the Vox when I crash on the lava or the spark sometimes. I wasn't aware the game used the Vox for sound effects but I seem to be getting a small sound out of it upon death. It seems to be sporadic though in that sometimes it produces a sound when I die, sometimes not. I managed to save a high score of 45 on easy, no lava, but a subsequent score of 20-something on lava, hard did not register. I'm guessing the high score is saved the instant you die? Because that is exactly the moment I hear a "bleep" out of the AtariVox. I'll try to post a video tomorrow describing the effect. I bought my AtariVox from the.golden.ax in 2013 shortly before he fell ill. If someone has a test ROM that will verify proper operation, it would be appreciated. I played Strat-O-Gems and it talks "One" "One-Two" "One-Two-Three" normally if I score combos, however I did not beat my old high score so not sure if it is saving properly, but it reads the scores fine. I own several other AtariVox homebrews if someone could suggest ones to try. I just haven't hooked my Vox up recently until yesterday. Thanks for any info, not sure why the save feature was unsuccessful on Wall Jump Ninja.
  10. For any who do not visit or frequent the Programming forum, Dungeon Stalker has reached Release Candidate status. ROM(s), instruction manual, and a sample of the cartridge label art, have all been made available for download here.
  11. Finally got also an AtariVox+ for my 2600 and quite happy with that. If you have not seen that device in action, here is a little video I made: http://youtu.be/4UXBZEg3q_Y
  12. iesposta

    IMG 3640

    From the album: 2600

    AtariVox USB
  13. rhcocker

    WTB AtariVox

    Anyone have a used AtariVox that they don't use anymore? Thanks
  14. I'm about to ship out the AtariVoxes I built for the 25th anniversary 7800 project.The problems we were having with the PIC turned out to be firmware-related. So after we got the firmware resolved, I went back and fixed all of the boards that seemed not to work by soldering on the 10-pin headers and reprogramming the PICs with the good firmware. Since then I haven't looked back. I now have, oh, about 75 AtariVox+ boards built, and another 60 in progress. I have enough parts on hand to probably build probably about 100 more at least, except for the Speakjet. Speakjet supplies have dried out through normal channels and I'm going directly to the source now.Pricing has been established and Albert should be starting a label contest soon but I don't want to steal his thunder. So stay tuned.
  15. mos6507

    Youtube Demos

    We're making some progress now.
  16. This is the first batch of 25 AtariVox boards earmarked for the 25th anniversary 7800 project.All the boards are assembled. They still need to be individually tested, and I am 4 Speakjets shy. Also, I'm troubleshooting a custom startup speech line.These are using the new PCB that Richard designed that I'm calling "AtariVox+" The + part is the ability to switch to VecVox or VecVoice mode. However, since these are meant to be installed internally in 7800s, I am hardwiring it for AtariVox.Once these are done, the real AtariVox boards will get built. The AtariVox+ boards will all be black. The green ones you see here were the initial run of 20 boards that Richard made before handing it over to me.More details to follow.
  17. vdub_bobby

    AtariVox Editor

    SO IT'S been a while since I've posted anything...or coded anything. But I was inspired by...well, by something I can't talk about. Um. Anyway, I revived an idea that I kicked around almost two years ago and banged something out: 2kAVoxEditor20081209.bin I haven't tested it with an AtariVox myself - but Nathan did and it seems to work fine. What does it do? It's a way to quickly play with your AtariVox using your 2600. Add/edit/adjust sounds and control codes and then play 'em! Controls: Trigger switches between PLAY and EDIT modes. When in PLAY mode, up/down navigates the sound buffer. Right begins playing (i.e., sending codes to the AtariVox) immediately, from the cursor position. Left stops playing immediately*. When in EDIT mode, up/down changes the currently selected value. Left deletes the current value, right inserts a value at the current position. *Immediately is not entirely accurate - since the AtariVox has an internal buffer, the AVoxEditor will send 60 codes/second while playing; hitting left (to STOP) will only stop the sending of codes, but the AtariVox will continue speaking. So, for most code strings, it will send all codes to the AtariVox in less than a second, regardless of how long it takes to speak. A few other notes: switching to EDIT mode will stop the sending of codes. Hitting play will immediately begin sending codes from the cursor position. The buffer is 96 codes long. It might help to consult the SpeakJet manual for reference to what the codes are (see pages 15-16): speakjetusermanual.pdf Enjoy!
  18. YOU, TOO, CAN MAKE your Atari talk! Nathan wanted a ROM that he could modify/play around with that would make the AtariVox speak, so I jumped at the chance to get coding again. Here it is: SpeechTester20070802.bin SpeechTesterSource.zip The ROM currently supports up to 4 different speech strings, though only one has anything in it right now: the "go fish" from the game of the same name. Switch between speech strings with SELECT, start/restart a speech string with the trigger, and reset everything with RESET. Hmmm. Just realized I should allow using the joystick to switch speech strings. Maybe I'll change that.
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