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Found 33 results

  1. Elektronite and Carl Mueller Jr. are pleased to present the Complete in Box Elektronite version of DK Arcade. The Elektronite cartridge version is the definitive version of the game! - The voice defaults to 'ON' - There is the ability to select Japanese or North American versions - There is a 30 frames per second mode included that fixes the 'disappearing barrels' issue on SOME HDTVs. The box cover has been included for use on The Ultimate Intellivision Flashback and other emulators. http://www.carlmuellerjr.com/
  2. Have either of these ever turned up? Atari: Verify 3.2 Atari: Supplemental RAM Test
  3. Hi. I am new to the Atari 5200 Homebrew scene. The 5200 system was my first system I ever owned. I hope there someone out there that can help me out and would be willing to sell me the Atari 5200 M.U.L.E. Cartridge. I have a 4 port system and my friends & I are M.U.L.E. fans so I hope there's someone that can help me out, thanks.
  4. A few questions regarding the Intellivision and memory... Are there any games/demos/ROMs available that use cartridge RAM? Is the RAM typically 16 bit? Are there any games/demos/ROMs available that use bankswitching? I know some of the "LTO" games do... are they still using a simple scheme, or is it a more complicated scheme? Are there any non-LTO games that use bankswitching? What is the method used? ... I'm just laying out the next version of my Intellivision game PCB, and adding an option for RAM (and thinking of utilizing the unused half of the ROM chip). Thanks in advance!
  5. I would like to hack the ColecoVision Super Cobra ROM so as to speed up the points counter for when your chopper is traveling. Why? On the Atari 2600 version, the 10 points gained for your chopper flying is quicker than the ColecoVision port. I'd like to know what instruction to change so as to make these 10-point gains faster on the CV. Thank you, Ben Edge
  6. I would like your help to make something awesome that we all can enjoy. Here's the PURPOSE and POINT - - The original ATARI 2600 had a spot on the motherboard where a built-in game was SUPPOSED to be installed: Basically, that was a spot where an integrated circuit ROM (Read Only Memory) with a game on it, just like what you find in a cartridge, could be built-in. Somewhere during production of the ATARI 2600, however, that AWESOME idea was scrapped, but the "solder pad" for the game remained behind. Then, in later revisions of the motherboard that location was removed entirely. It is only found in "Light" and "Heavy" six-switch ATARI 2600 units. You can still install a game in that spot, though, and have it run automatically when no cartridge is loaded! There are some limits and challenges, however. Over the years, others have documented there observations and efforts to make this work, but to date no one has written a CLEAR, SIMPLE tutorial on how it can be done so others can enjoy it. (I reference the work of others that I could find in more detail, below) I'd like to change that, and I would propose that those who have something to CONTRIBUTE help write a definitive guide to make this work! Here's my PROPOSAL - - So far I've worked on this for a few weeks. I have gotten it to function - - to a point! I have major questions that are still unanswered, but I have done a lot of the first steps. 1) I would like to spell out below in tutorial format below what I have done so far. 2) And, I'd like to outline the MAJOR QUESTIONS that I think remain in order to get it to work properly What I'd like YOU to do, if you are willing, is tackle any and all of the parts or answer questions that you feel you can CLEARLY and POSITIVELY contribute to! What's that mean? It means that a "drive-by spray posting" of a few phrases with no illustrations or explanation, like "well, you just tie such and such to this and that, and there you go!" are not what we're looking for. This is for "the record," so it needs to be easy to read, and people have to be able to follow the steps again. Try reading some of these "BACKGROUND" threads below, and you will see what I mean . . . ### BACKGROUND There are several historic threads on the topic that provide some starting point for us. The first is the work of AtariAge member "Longhorn Engineer" along with user "A.J. Franzman" - - http://www.atariage....ost__p__1301781 Take a minute and scroll through it if you would like, but to summarize, there was a lot of back and forth on what was needed to be modified or added to the motherboard, some initial versions were tried with some success, and then it was abandoned. No real agreement on what you do or do not modify was reached. Honestly, that was the best thread I have found so far after a fair bit of searching. One other thread I found mentions the topic, along with a brief discussion of how to get larger games to work in that spot on the motherboard, but again no specifics are provided on how to DO it - - http://www.atariage....ost__p__2113348 There is a quick mention of the "unicorn board" ATARI 2600 Jrs. in that last thread link I provided, where the "built-in" game made a brief manufacturing resurgence - - http://www.atariage....ost__p__2113944 These are rare and not in every ATARI 2600 Jr. (don't start tearing yours apart!). Some of the "features" of this board work quite well, like accommodating larger built-in games. I have one of these boards and have gotten it to work with a built-in game (I chose PITFALL!), as I start to detail here - - http://www.atariage....-compatibility/ And, other topics can be found about "unicorn boards" as well - - http://www.atariage....2600jr-unicorn/ http://www.atariage....-unique-2600jr/ It's relevant because some of the "switching circuitry" that allows this to work in these late-model ATARI could be useful for this project. [Do you have other links or references for this section? Contribute them if you do, please!] ### QUESTIONS Some of these questions won't make sense until you start reading the outline of the TUTORIAL below but it's good to get them out here first, I think. There are just THREE main questions right now: - How SPECIFICALLY (what is soldered where and why) is it possible to get games larger than 2k to work in the solder spot? I have installed several 2k size games into the spot on a Light sixer, and had them work (COMBAT, etc.) but anything larger, like DONKEY KONG, will not work. As mentioned above, "A.J. Franzman" alludes that it is possible (http://www.atariage....ost__p__2113348), but there are no details. I can tell you that a 4k game DOES work in the "unicorn" - - PITFALL! is 4k, and I was able to get DONKEY KONG to work, too. - What is the BEST way (again, with as much detail as possible with what gets modified or added and why!) to get maximum compatibility for the detecting and automatic switching of a cartridge being loaded? I am pleased to say that by just straight installing a 2k ROM integrated circuit in the solder spot and doing NOTHING else, you actually get a LOT of compatibility. The console will automatically switch to the loaded cartridge in many situations. But not all. I have not figured out a pattern. Here's an interesting list of games that DID boot and work with the built-in ROM in place (non-scientific, I was just grabbing carts from a box) - - KEYSTONE KAPERS, DECATHALON, YARS' REVENGE, PRESSURE COOKER, COMBAT, FROGGER, WIZARD OF WOR And, those that did not - - GRAVITAR (you see the title screen, and then it rolls and glitches out), SPACE SHUTTLE, PITFALL II, and the HARMONY CARTRIDGE The HARMONY is a known case, and is likely fixable, by the way - - http://www.atariage....70#entry1943270 But, I have tried shorting those two pins that were mentioned, and still can't get it to work. Once the ROM is pulled from the motherboard, ALL of the above games will work just fine, including the HARMONY, by the way. - What is the cleanest and most direct way (once more, with DETAIL on exactly what to cut and solder!) to wire in a "kill switch" for when the above "compatibility mods" don't always work? We need a way to absolutely and positively disable the on-board built-in ROM for times where you want to return the console to its native state. I have looked and looked, and I just don't understand enough about disabling ATARI mask ROMs. I think it will involve cutting some traces that go to the place where ROM is located on the motherboard, wiring some pins of the ROM to be able to be grounded (or electrified?), and putting a positive switch in there somewhere that gets flipped. Any and all ideas on this one are welcome! ### TUTORIAL This will be short and sweet - - the steps thus far are simple! Take apart your sixer and expose the motherboard. I used this light sixer, with this serial number, and a manufacturing date of August 14, 1980 - - Ugh, this one was kind of gross before it got cleaned, and someone had kludged in a random non-ATARI cable - - Here is the motherboard and revision number - - And, as shown before, the solder spot - - I simply cleaned the solder holes with soldering braid, and then soldered in an integrated circuit socket - - IMPORTANT - - note that the socket is BACKWARDS the way I installed it! The "key notch" that shows you which way to orient the integrated circuit when you socket it in is reversed! I learned this because on the UNDERSIDE of the motherboard is a VERY small "1" etched into the traces that tells you where the first pin of the integrated circuit should go - - Look in the upper left hand corner, near my "1" that is drawn in marker (IGNORE my wire coming off the pin in this picture, it's something I was doing for testing) Now, in order to install your ROM, I recommend you actually place it in ANOTHER socket, and you will be socketing THAT socket into the one that is soldered on the board. I do this so I can have some modularity with my ROMs, and swap and try different ones. Here's how that looks - - I actually place a dot of solder at each of the four corners of the socketed ROM so that it doesn't come back out, too. If you are swapping these things in and out of the motherboard, it can happen, so this just secures it. What ROM to use? Right now there is a 2k ROM size LIMIT! If we can figure it out, the maximum size is 4k. No bankswitching or fancy special chip ROMs will be possible. EEPROMs are possible with the inclusion of an inverter [This is a section that needs to have more input on exactly WHERE and how an inverter would be placed to allow for an EEPROM] How do you know? I used Kevin Horton's excellent list of cartridges and scanned down it for 2k ROMs - - http://www.emulatron...tari8/sizes.txt (direct link) Which was found here - - http://emu-docs.org/...=All%20Consoles NOTE: desoldering ROMs from cartridges is slow and laborious. Desolder EVERYTHING completely though, and go slow so that you don't hurt the pins on the ROM! And, once you have your ROM and have socketed it, then you can place it on the board. NOTE the proper direction and orientation of the "key notch" here, which is facing RIGHT! - - DO NOT press down all the way with your socketed ROM! Just enough to make contact is for testing is perfect! If you press it in all the way, it's going to be HARD to get it back out without possibly bending pins! Once you are certain the project is done, you can "click" it positively in, however. And, that's it. Really. Turn on the console with no cartridge in it, and COMBAT or whatever will boot. Put a game in the cartridge slot and it will likely boot - - depending on the game. Now, there was a lot of talk in that thread referenced above about cutting ground traces, adding in a zener diode, and other "pull up circuits." I tried all that. I also tried it all WITHOUT it. So far, it works the same EITHER WAY, compatibility bugs and all. (note my zener diode and the cut trace on the ground, just like "Longhorn Engineer" had) Now I have repaired the cut trace, and removed the zener diode - - and I have the same exact compatibility as I did before. This is how it is operating now. I think that the "answers" to some of the compatibility questions and the kill switch idea will require cutting traces, but for now, this "works" without it. ### SO, that's where I am at. Still with me? tl;dr ? (too long; didn't read?) I'm looking forward to any and all ideas that people have. I will happily cut and solder whatever, as long as there seems to be a decent reason behind it, so please feel free to make suggestions! -atari2atari
  7. Hi All, I've attached a little utility I wrote last weekend to convert plain cartridge dumps (ROM or BIN) files into .CAR files. It's an HTML file, just open it in your browser, then drag and drop the files you want converted. I can't promise it will work on all browsers (it uses a lot of modern browser features), but tested on firefox and chrome. Although Jac wrote a utility to do the same thing (Atari ROM Maker - and I've been using it a *lot* recently while working on my SD-multicart project), its a bit painful for ad-hoc use, so I wanted a more user-friendly way to allow things to be converted to CAR format for the cartridge. Maybe also useful for emulator users too though. Only tested with a few cartridge types so far, so if you find any problems, let me know and I'll fix and update the copy here. Robin RomToCar.html
  8. I want to burn my own ROMs for my new game. I know Atariage and others will do it for you but I just want the experience and I like messing with hardware. I have created other carts for other systems so I have some experience. I have found where I can get a board and burn up to 16k carts. What i want to know is if making a SC cart or a DPC+ cart is doable or desirable. can you get the chips, boards etc.. I haven't found a good answer due to me inexperience with 2600 carts. thx to all you 2600 hardware gurus out there.
  9. Using "Master Diagnostics IIe" (Diags2E.dsk from http://apple2online.com/web_documents/diags2e.zip)performing the "Motherboard ROM test" I receive "F8 Rom Sec is BAD". I assumed this ROM was contained in the EF ROM chip, and swapping the chip with one from another board (same ROM part 342-0134-A) results in the same error. The motherboard is a 1982 unenhanced Rev B, original chips. I could not find documentation for "Master Diagnostics IIe". Might this ROM code be located in another chip? In case of a false positive report from this software, is there another utility known to test ROMs comprehensively? Apple's "Apple IIe Diagnostics, V2.1" doesn't report an error during the "ROM/ CPU Test". The system otherwise operates normally, except for the random wonky lock-up or dump to the monitor.
  10. Just curious. Anyone using EmuTOS on EPROM on real hardware? Sounds like quite a project. I watched some videos of it in action on YouTube. The only concern I could see was that DRI's GEM icons are not exactly attractive compared to the Atari's versions we're all familiar with.
  11. Prior to the Intellivisionaries podcast and joining this board I wasn't aware of the multitude of ways to enjoy Intellivision ROMs - either via PC emulation and the upcoming LTO Flash and Hive carts (for those of us to late to the Cuttle Cart party). Since getting back into my INTV addiction I've been trying to track down as many legal ROMs as possible. So far I have the following list: Intellivision Lives! disc Intellivision Rocks! disc DK Arcade, D2K Arcade ROMs (were available via purchase) Christmas Carol on its site: http://www.carolvsghost.com/pg_game.html Multiple ROMs on the Intelligentvision site: http://www.intellivision.us/index.php Are there any others that I'm missing?
  12. So my crappy work computer, a dell, doesn't have a CD burner. My MacBook pro at home, though 5 years old, with one foot in the grave and the other on a banana peel, does. Does anyone on here burn homebrew games on a Macintosh, and if so how do you go about it? A step by step would be helpful, as my computer literacy these days extends to Microsoft office suite. I've had some community members offer to burn me a few games and send them my way (and I offered to remunerate for expenses of course) but nothing ever came to fruition. I'm at the point where I'm ready to get off my butt and do it myself so any help would be much appreciated. I do have protector SE and a B&C bypass cart if either of those are necessary to boot (encrypted?) games..
  13. Has anyone ever taken apart any ColecoVision cartridges as to find out how old the ROM chips are in them? Regarding the TI chips, there are date codes on them explaining the year and week made. For example, "8301" denotes 1st week of calendar-year 1983. The reason I am presenting you with this question is so that I can find out when exactly Coleco started selling the 16K ROM version of Donkey Kong, as well as when the "For ColecoVision & Adam" variation label was first used. ~Ben
  14. Aside from displaying the ColecoVision logo, what does the system ROM do?
  15. I was a bit bored today, so I downloaded some original source code from the Atari 2600 Connection website. The Joust code was from July 5th, 1983 and I couldn't find the ROM anywhere (though it is mentioned at AtariProtos.com. So I decided to convert the code into DASM format and create the missing ROM from it. Attached you find the converted source code and the resulting ROM. BTW: There is a little piece of extra "slowdown/freeze" code in it, which obviously was used for debugging. Also the original code didn't do real bankswitching. Joust (07-05-1983) (Atari - GCC, Mike Feinstein, Kevin Osborn) (CX2691) (Prototype).zip
  16. Hi everyone. Today I was kind of bored and tired trying to implement an algorithm for a game that I'm doing by request. Casually I ended in the 2048 game page, and I passed half an hour playing it. The objective of the game is to move all numbers in any of 4 directions (like falling), and the numbers of same value collapse, till you get the magical 2048 number. It's not so easy. I thought it would make a very interesting Intellivision game and I started coding it, it took me 4 hours. And here is it after some polishing, including adding some music by First Spear Edit: BTW sources included, maybe tomorrow I'll add now including a pair of sound effects I've forgot. Edit 2: Now with 4096 and 8192 modes, press 5 in title screen Edit 3: Now with the extra modes by Kiwi and Tarzilla, code clean and re-indented to my style and also with my original "classic" mode. (click to animate) https://www.youtube.com/watch?v=Q4mWufg-_Kg 2048.zip 2048_v2.zip 2048_v3.zip 2048_v5.zip
  17. I have an arcade cab running GroovyMAME v0.148, freshly updated with the 2018 linux build. This resolved SO MANY ISSUES. Unfortunately it created a new one. About half my game library refuses to launch. The screen goes black for a second they it exits the game. A few even try launching with the wrong name. I've copied ROMS that were working, as well as re-downloaded fresh. The problem persists. From what I've read, my problem is either in the ROM version, or a BIOS problem. Running STELLA and other simple emulators I've never hit a problem like this. The digital side of emulation is a little bit of an enigma to me. Can anyone point me to some plain-English explanations on these configurations?
  18. Vectrex Mail Plane cart recently purchased via the eBay listing 549642830355 will soon be posted as a ROM binary release on www.Vectrex.com. The game appears to be fully playable so far. Plays to the end. Plays to the Game Over after 5 crashes. Level Maps start differently. Controls work as expected. Definitely a better copy than one I currently have, and had made the ROM dump of a few years back. Please let me know if you find any issues after the posting. My thanks to Richard Hutchinson (www.Vectrex.biz) for supplying VecDump. VecDump provides an excellent method to retain the original cartridge state during data extraction. The the ROM is left attached to the board, and the shell is left intact as well during the process. An elegant solution for Vectrex specific game cartridge backups. Even more appreciated given that bit rot is a greater concern with older game carts using UV erasable EPROMS. These older carts (regular, fixes, and prototypes) are now well over the recommended 10 year interval for data refresh. Public Posting: December 1, 2013 on www.Vectrex.com. Please note the currently posted ROM (MailPlane.BIN) is the broken version from my dump of previous purchase. The new playable dump from the recent purchase will be named "Mail_Plane.BIN". My thanks to the two people who have already sent funds to assist in defraying my cost in acquiring the playable cart! Big hearts the both of you have!
  19. BootLoader Basic is the new version to create bootable BASIC programs on the Aquarius. Together with the Virtual Aquarius, BL Basic provides a complete environment to create, test and dump your BASIC programs. No more hussle with external scripts to create your ROM. BL Basic adds the following commands and functions: - CLS - Clear screen Syntax: CLS - LOCATE - Position on screen Syntax: LOCATE col, row - OUT - I/O Output data to port Syntax: OUT port, data - PSG - Program PSG directly register, value Syntax: PSG register, value [, ...] - IN() - I/O Input data from port Syntax: n = IN( port ) - JOY() - Read joystick Syntax: j = JOY( n ) n - 0 will read left or right - 1 will read left joystick only - 2 will read right joystick only - LDUMP This command will export the BASIC program to ROM file using the printer interface of the Virtual Aquarius All these commands (except LDUMP) can be used in your own ROM file as well. To create your own BASIC ROM: Load the BLBASIC.ROM in the Virtual Aquarius. Next load your BASIC program by typing, quick type or load cassette. Type the command LDUMP IMPORTANT: Before pressing RETURN check the Virtual Aquarius printer settings! Go to Configure -> Printer and configure the "Filename for Printer Output" Make sure you send the output to a new file (!) After checking the printer settings press RETURN at the LDUMP command That's it! Rename the output file extension from .txt to .rom or .bin and load the file into the Virtual Aquarius. The zip file includes the following: README.TXT - this text BLBASIC.ROM - ROM to load into the Virtual Aquarius SOURCE.ZIP - Z80 assembly code to create BLBASIC BLBasic.zip Regs, Martin
  20. Hello, I have had retro video game preservation no my mind recently, and am wondering how I could backup my atari 2600 and 5200 games with an eprom programmer. I'm fairly new to this kind of stuff, so if anyone could recommend an eprom programmer that is compatible with Mac OS X 10.10 Yosemite, that would be awesome. Any answer is appreciated!
  21. The Atari 5200 was my first system, after 30 years I just bought one with composite mod off EBay. I see I am 9 years too late to get M.U.L.E. on a cart so I was hoping someone could tell me if the M.U.L.E. conversion to the Atari 5200 was ever available as a ROM. If it was I would appreciate playing one of my favourite games on the 5200. Is there a place I can at least buy the ROM. Thanks
  22. Hi! I've recently 'discovered' the Coleco ADAM and I've found a fascinating machine I'm now trying to collect as much technical info as I can, but I cannot find anywhere the source code files (I understand that binaries are the ones used by MESS) of the ROMs of the various 6801 processor used by the ADAM. I've found the PDF with the same code, but having source files would be very handy. I've already searched the forum, but the link to the archive with these files (http://drushel.cwru.edu/6801/6801_src.zip) does not work. Can anyone send it to me in a PM, or give a working link? Thanks in advance for any help.
  23. Ok, this is a slightly iffy subject that I was trying to sweep under the carpet, but since people encountered problems and asked me about it I thought I'd make a topic about this. First of all some generic info: When the programmer wants to know the address of an asset in ram (say the address of a clut), a slightly weird syntax has to be used: strptr(asset_name). When accessing rom assets the strptr isn't needed. I really tried hard on this in order to have consistent syntax but I couldn't figure out a way (slightly complex reasons involved here so I'll skip describing those for some other time). The real issue I'd like to tackle here is what happens when you try to get the GPU/DSP/OP to access assets in ROM directly. And unless someone has any ideas it's not an easily solved one. To cut a long story short, if the cartridge you use has 16-bit width the OP and DSP (etc) are going to get 16 bits of correct data and 16 bits of garbage (all set to 1 from our tests). To cure that, the system has to be set to 16-bit width using the following code: move.w MEMCON1,d0 bset #1,d0 bclr #2,d0 bset #3,d0 bset #4,d0 bclr #7,d0 move.w d0,MEMCON1 This code needs to be run before the hardware is set to access ROM, so at rapapp.s at least before the "jmp __Z9basicmainv". I was thinking about this and came up with an idea: I could add this code as standard to all projects (and any new project people will create) and introduce a new switche to the build system. So build PROJECT ROM would build a standard 32-bit rom and build PROJECT ROM16 would include the above snippet automatically. I'm not sure what's best though, maybe people can just copy/paste the above code snippet and move on. Thoughts? (also if anyone knows if there's a way to detect actual ROM width at boot time this can be automated. Anyone?)
  24. Help! I need advice on how to use CLRMAMEPRO to format games which have CHD's. I wish to format "Firefox", "M.A.C.H. 3", "Red Earth", and "Road Riot 4x4" to run on MAME 0.34 Any advice would be appreciated.
  25. A couple of weeks ago I purchased a beaten set of 8bit machines. One of them, a 130XE, booted into an unknown (to me that is) OS: After booting the ROM, the machine doesn't respond to anything, but the RESET button. I've contacted a couple of folks that could know more about this, but that came up empty, hence this post. A couple more shots of the inside of the system with things that stood out (to me): Anyone got some more info on this? I plan on creating a dump somewhere next week, but any info on the ROM is welcome. Kind regards, Senor Rossie P.S. Happy New Year !
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