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I've gotten the circuit for my RAM-ROM cartridge on a breadboard and am going to try programming it. It uses a modified non-inverted Guidry bank-switching scheme. It has ROM from >6000 to >6FBE (first 7K) and RAM from >7C00 to >7FFE (top 1K). Writing to an even address in the >6000 to >607E range sets the ROM bank-address to 0->3F. Writing to an even address in the >7000 to >707E range sets the RAM bank-address to 0->3F. I've read Stuart's page about Guidry cartridges and think I've figured out a scheme to do it. Wanted to find out if there are any "preferred" conventions for doing the bank-switching. This is, of course, dependent on my PLD being programmed correctly. I'm in uncharted territory here, in more ways than one. K-R.
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This is a new game I made for Gameboy Color! The files attached are: Label (.png file) Gameboy Color Rom (.gb file) Enjoy! HyperWarpV1.gb
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And now I have my 800 multicart: AVGCart
AlwaysOnPlanetPatrol posted a blog entry in Rose-Tinted Recollections
After getting my 800XL a few days ago, I decided that I wasn't going to start a new cartridge collection for my new 8bit computer. I have too many things that I rarely use and to be honest, between my 2600 and 7800 games, I also just don't have the time. So enter the AVGCart! Received it two days ago and was just waiting for my work schedule to clear up so that I can have a nice couple of hours to set it up and play with it. I also ordered the SIO cable in case I came across any floppy/cassette images that I wanted to play, especially since I remember Bruce Lee being a disk-based game. After getting a memory card and just finding some roms, the process was easy. Of course for me, the first rom file I loaded was Bruce Lee. I did a quick cursory look for 1942 and Double Dragon, which I didn't find. Looking at the "D" folder I picked the Donkey Kong games and one of my favs on the 2600, Decathlon. Man oh man. Turning the computer on and seeing the menu was pretty cool. What I didn't expect was the excitement of actually seeing the BL game pop up on my screen and its music playing. When I started playing BL, all these memories started to come back. It didn't take me too long to figure out how to play the game, especially the jumping. After clearing the first 3 screens, I jumped into the underground level where I ended getting fried a few times by the electrical-looking fields. I also loaded up Decathlon. I have to admit, I like this version better than the 2600 and the C64 that I used to have. I played the first nine events, got 1000+ points in many of the events, although I got a nice zero on Pole Vault and didn't have the courage to tackle the final event, the 1500m race. I'm very impressed with the AVGCart so far. It works just like Concerto and Harmony carts that I have by providing me with a menu. -
The test cards fit the Kurz-Kasch TF-650 test fixture and the ROM adapters fit the Kurz-Kasch ROM tester. If you happen to have any, run across any or know someone who may have a few please let me know! The test cards and a ROM adapter are pictured below. Thanks!
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EPROM burning is a new area I am exploring so I am seeking what is probably some very basic information. I've done some searching of this forum and found some good bits of information but not quite enough guidance for a newbie. I ordered an EPROM burner (TL866II Plus). My goals are simple, I want to be able fix and enhance my A8s as in the following use cases: A) create and replace Atari 8bit OS ROMs (on all A8s) and BASIC ROMS (on XL/XE) - 1st example - switch my XL BASIC ROMS from Rev 'B' to Rev 'C' - 2nd example - when an A8 fails a ROM check I want to be able to replace the ROM B) repair/modify/create carts - 3rd Example: turn a Rev 'A' BASIC cart into a Rev'C' cart. - 4th Example: I have sevearl bad carts, the shells and labels are great but the cart itself is toast. I appreciate any/all answers and links to the following Questions: 1) I assume it varies by A8 type but what type(s), size and speed of EEPROM or EPROM do I need to buy for: 1a) OS ROMs (are the OS ROM sizes/types all different in each different A8? any rules-of-thumb like all XLs use the same or 400 and 800 share the same?) 1b) BASIC ROMs (are all the Atari BASIC ROMs 8K?) 1c) cart ROMs (what are the different sizes? 8K and 16K? Others?) 1d) are there EPROM brands better than others? 1e) are there EPROM brands to avoid? 1f) recommended suppliers (Jameco? others?) I am in the U.S. 2) Good places to find reliable original ROM images for OS and BASIC ROMS and for other carts? and what do I look for (i.e. .rom files or other extensions)? 3) If I need new PCBs for repairing my carts, where are good places to source them? Who makes/sells the various 8K, 16K, etc. cart PCBs either bare or populated? 4) When it comes to carts am I better off buying one of the many more modern multi-cart options? What is your favorite? 5a) I've read that there is a faster and more accurate set of Floating Point routines. Has anyone created a modified A8 OS that integrates these improved FP routines? 5b) If yes, who/what/where? 5c) Would faster FP routines cause commercial software to misbehave (i.e. run faster than designed, become unstable or unpredictable, etc.)? 5d) If yes to 4b then I suppose the improved FP routines are of limited benefit. ref: https://atariwiki.org/wiki/Wiki.jsp?page=FAST FLOATING POINT source code for the ATARI Thank you!!
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Hi - I am seeking ideas and advice how to troubleshoot an XEGS that is failing the built-in ROM test. Thanks for any and all ideas. Go easy on me… I’m new but learning to repair A8bits. Questions: 1) Is the first action to replace the ROM? OR are there other things I should check first? I am using modern known good power supply. 2) If I must replace the ROM where can I get a known good replacement? 3) Does anyone sell replacement ROMs or do I need to pull from another system? 4). If pull from another system must it be an XGES (verses from any other A8bit)? I assume it must be from XEGS given the unique features.
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I found this chip in an Atari 2600 clone board. I find it difficult to get its datasheet I guessed that this chip is a ROM because its name is similar to the most of flash chips in the market. what is its datasheet ?
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Exactly 1.5 years after our game was first sold at PRGE 2019, we are ready to the release the ROMs of Aardvark. These are identical to the cart release. Except for SaveKey support, which will stay as a little exclusive bonus for the people who support homebrewing by buying our game in the AtariAge store. We hope you enjoy our game! Any feedback is welcome! Aardvark (2019).zip
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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?)
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Hi all! Last month I saw the following ad on eBay: I thought the appeal of this kit for homebrew development was very limited: No bankswitching/mapper (only 2K games or 4K games with further modifications on the board) It required messing around with UV lamps, programmers, etc Required some knowledge of electronics Buying the parts separately would probably be less expensive Not possible to ship as a product to customers It would be probably easier and faster to use one of the existing USB/SD carts to test on a real hardware. This did make me think though that I had never seen a development kit for the 2600 which would allow homebrewers without knowledge of electronics to self publish their games. If a mapper is required, then that knowledge need goes up real fast. As in Europe we have very limited offers of good homebrew games available (most of them are from the USA and shipping quickly becomes a problem), I thought about making this my next project. The idea is to have blank carts (populated with all required components but without any game image in them) and a simple to use cable and PC software which would allow the user to create a cart ready to be shipped to customers as well as test games in a real atari. Is this something that would interest the homebrew community? Here are some requirements I have come up with: The final product must cost under 10€ (populated cart PCB) All components must be easy to find. Preference should be given to components still in production Must be usable by people with no experience in electronics No soldering Must support mappers (the ones used by batari Basic at a minimum, as a lot of people seem to use bB) No physical alterations to select the desired mapper (or no mapper) Must fit in a standard Atari cartridge case Components should be SMD to keep production cost as low as possible All comments will be appreciated!! Cheers.
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(Special thanks to @Omega-TI for keeping these updated) "Images for FlashROM 99 (FR99) and FinalGROM 99 (FG99)" thread Cartridge binaries compatible with each or both the FR99 and FG99 "ROM burning images" thread Cartridge and other images for burning your own cartridges and ROMs "Manuals, keyboard strips, labels, and much more" thread Scans and re-makes of various manuals, keyboard strips, etc., as well as printable 3D objects
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So i read at a post from a guy named Joe Cracker to see if powerpak would work on NES NOAC clone. and so in the post he made a pole and it says If the Powerpak will work on an NES emulator, it will work on an NOAC cloneAnd as you can see it says powerpak works on emulators so i have FCEUX nes emulator and if anyone can help me to find out how to get it to work on my emulator then please tell me Because i like what ot shows how the save states work and how overall it works.
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Hi all, I have created the following post yesterday: Someone just told me that I should have created it in this subforum. I don't want to duplicate the post but I have also not found how to move the post here. Any suggestions? Also, if you can comment on the bankswitch schemes you currently use in your programs and any experience you can share on how to implement a bankswitch controller on a 8bit Microchip PIC will be much appreciated. Cheers!
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I forgot to post this here yesterday - so here's a belated Halloween gift "Skull Shot!") Supports Sega Light Phaser (with adapter) or Vectrex Light Pen in Port 2. Start the game by pressing button 3 on the Vectrex controller in Port 1 (when using lightpen) or fire on the Light Phaser. Pressing button 4 on the Vectrex controller to start allows the game to be played with an analog joystick instead of light gun/pen. Download here : http://binarystarsoftware.com/bin/SkullShot_v090.BIN Make your own lightgun adapter by following my instructions here : http://www.binarystarsoftware.com/?p=282
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Hi everybody, Talking to a homebrewer here at AtariAge the topic of large ROMs (128KB+) came up. One part of the bankswitching schemes which always put me off is the amount of memory used by routing overhead and the hotspots. Yes, I know that in the great scheme of things that may end up being negligible, but the whole point of using bankswiting is to have more memory available and large ROMs require a larger number of hotspots So I was thinking if a trade off with RAM could be acceptable, why not have a hotspot in RAM and bankswitch according to the value saved in that hotspot. The idea is that a write to that specific address would trigger the bankswitch. A read to that address would not do anything as the bank is already selected. Using a full byte in RAM, the cart could have 1MB of ROM available (256 * 4096). Coding would be as simple as loading the accumulator with the desired bank number and storing it into the hotspot address in RAM. With one additional RAM byte, the BS routine could route a call to 256 distinct subroutines in the new bank (see diagram below). And a relatively simple one-size-fits-all solution could be created by using another RAM byte and a single dispatch sub-routine: Does anything like this exist already? Would it make sense to use it for very large ROMs?
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Zimmers has the 1581 Update-5 and -6 ROMs by TFSS with a little information but not complete. Specifically, Update-5 says: The is pretty self-descriptive but is there an accompanying documentation showing how to perform the installations of the additional hardware? What about this parallel transfer routine in Bard's Tale III? On a side note, Zimmers has what looks like the source code for the original 1581 ROM. I have mused upon the notion of an HD version or a dual-drive version of the 1581. Just because. Could be fun but not sure I want another "fun" project on my desk right now.
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Hi, I have written a utility to dump the ROM from a Happy 1050, Lazer, or similarly modded disk drive to an Atari DOS file. The sources are at https://github.com/e474/DUMP1050/ if anyone wants to play around with them (I am a beginner with git, and haven't written any 6502 code for a long time). The program is based on source code from the Happy Programming series in the German Atari Magazin, 1987, issues 1 - 5. I'll be adding the translated articles and source files from the magazine in the near future. Hope this is of interest to anyone interested in programming Happy, Lazer or similar drives - any feedback would be appreciated. Thanks to Nezgar for testing an earlier version! dump1050.atr
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I'm not sure if anyone can help me with this, but ! Here goes ! I recently found a good emulator for the NEC PC6001. I need it to complete a video for my youtube channel but I'm having difficulties getting it to run a .cas image for pac-man that I found on Archives.org. I have't been able to find an alternate image of this game anywhere online. I do know it exists because of this. http://p6ers.net/hashi/emupacman.html I've tried to make it work in Mess & with PC6001VW Emulator to no avail. Anyone know where I can get an alternate rom image to work with this emulator. Because so far I'm turning up nothing in my searches. Attached are the clips I currently have.
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Hello all, I'm returning to MAME after a longtime away and I'm having issues straight away. I know it's not MAME, it's clearly me, so I'd appreciate any help I can get in getting this up and running. If I select a highlighted title from a working machine I get the message. "The Selected Machine is missing or more required ROM or CHD images. Please Select a different machine." No matter which game I pick. I can't see any option to fix this and I'm looking to get some Neo-Geo titles up and running. Can anyone possibly give me some pointers? Thank you,
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I find binaries for the v1.00 Geneve ROM, and genmod variant. But do we have the source code for it? I'm surprised that isn't part of the source distribution for MDOS... I'd love to see what's actually in there. Gain some understanding... Or maybe it inside one of those .ark files? -M@
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So the Atari VCS has had a tone of Arcade ports to the system and has tones of games that could have been arcade games in their own right(Yars Revenge, Keystone Kapers). What I am wondering is are there any arcade rom hacks that can turn a 2600 into a home arcade and if someone wired up a coin mech would accept coin credits? I had the idea that home consoles can be arcades in their own right given arcade sticks a cabinet and monitor and given flash carts you can cycle between games without having to switch out any cartridges. Given flash carts can run hacks and modded games has anyone tried this? Is this a dumb idea to begin with? If you had a 2600 arcade cabinet what games would you think would you most like to see modded?
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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
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I was following the Baby Pac-Man (7800) thread. There was an issue of piracy mentioned. People take ROMs from here and sell them on eBay. They take credit for hard developers work. Sometimes minor hacks are made without giving credit to the original developer. I personally prefer Digital ROMs. I like the versatility. I like SD Carts over regular carts. BUT! I also like being able to support the developers and AA. What if the upcoming 7800 SD Cart could have a signature (hash username) embedded into the bios upon purchase. For example, my SD Cart would have "Darryl1970" in the signature. So a ROM image with "Darryl1970" embedded would only work on my SD Cart. Games without a signature, such as classics and forum pre-releases, would need to operate as normal. I purchased a few ROMs (Digital ROMs) from Carl Mueller Jr. He embeds people's names in the cartridge. I believe his logic is that if a person's ROM image was found in the wild, they'd be blacklisted. There may be more to it than that, but I haven't seen his releases come up on any sites. That just appears to be little more than an honor system with consequences. I really like that I am able to play the games via emulation, and I do not have to grab a pile of cartridges when I am using actual hardware. It works so much better for me. The signature would be an issue for emulators, unless developers allowed an unlock username to be entered. Just a concept that somebody could form into something more tangible, if it's worth it.
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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?
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Hi all, I've got a problem with a 600XL and I'm not sure how to solve it. When the machine is started up it immediately goes into the memory test and the 2nd ROM test is red as shown in the screen shot. Here's the things I've done: Swap GTIA with 800XL and chip works fine. Swap ANTIC and things work. Swap Pokey and things work. Swap Sally and things work fine. Swap PIA and things work fine. Swap BASIC ROM and things work fine. Swapped OS ROM and the 800XL had a black screen. Performed the composite mod from Best Electronics. Ordered new CO61598B from Best Electronics. The new CO61598B is giving the memory test failure. I did the composite mod to the 5-pin din and after the mod was done it booted to the Ready screen once, then the memory test failure each time after that. I've tried the new CO61598B in the 800XL and it does the same thing. I haven't tried the CO61598B from the 800XL in the 600XL because I'm afraid that something in the 600XL is blowing out the chip. Is there anything I can check to make sure that there isn't something in the 600XL causing the problem with the OS ROM? Thanks for your help, I appreciate you reading through this long post.