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Found 20 results

  1. Hello everyone I'm in the process of building a VCS based hardware clone from scratch and have a few queries; I am going to replace the 6507 with 6502 (to get full 64k addressing + hardware interrupts + phi 1 and phi2 clocks ) and adding 32k of extra ram like the super Atari project (site is down but thanks for the wayback machine http://bit.ly/2FHlAH7) But these "NEW" eBay 6502 cpus (http://ebay.to/2DzjYJC) should work, or are these new chips like 65c02 in that the silicon has been altered due to "modern manufacture reasons"? And what's the highest clock speed available on a 6502? Also can you place some asynchronous buffer sram [cy7c408 = 128byte sram fifo memory] (http://bit.ly/2HGAAlm) between the data lines on the tia and 6502/7, so that the when the TIA Is drawing the data is already in the buffer, and all the cpu needs to do is correctly send the corrects address locations relevant to data stored in the buffer? (i.e instead of cpu calculating the display every scan-line you simply write a few scan-lines of image data into the buffer before The TIA begins to draw, then just correctly address in the order of whats stored in the buffer and do program logic) Since the [cy7c408a] is dual ported with asynchronous R/W, means you can just clock the output data [DO0-DO7] bus with the 1.19MHz clock from the TIA, iirc the TIA doesn't tend to like bus speeds higher than 1.19MHz? Then this should allow one to overclock the 6502 with for simplicity of counting cycles a multiple of the [ntsc] color-burst [TIA] clock ( i.e being able to have 684 cpu cycles per scan-line {using a 6502 clocked @ 10.75MHz = ~3x the TIA clock } instead of just 76 cycles) in such cases also sacrificing [native 2600] compatibility for increased cpu speed and more time for crunching instructions. I would also assume having the TIA reading the buffer @ 1.19Mhz would present in situations a bottleneck as well (when "drawing" to the TIA)? Since you can write data faster to the buffer than its being read (if the CPU is overclocked)? Since it seems the cy7c408 operates similar to a giant shift register, once its written you have to wait until data to reach to the TIA before it you write new data?? Can you just fill the buffer with 128 bytes of scan-line/sound data for the TIA, then handle the TIA addressing, and just fill the buffer as its being emptied, and essentially have 128 bytes of "VRam" (well more like Video buffer)? Also Can NMI be used instead of RDY, so that when the tia begins a new frame, wsync simply have the TIA tell the 6502 to "Stop, Pause , Go and do Display routine and then come back here", instead of just halting the cpu? Aswell i have a few microchip and avr (atmega8515) mcu's laying around wanting to be used for something and with a both MCU's, it's instructions are pipelined so that it takes effectively 1 cycle to load and execute data or decode and execute an instruction, except iirc when changing the program counter which iirc takes 2 - 3 cycles, So you don't have wait states [i.e iirc if using a z80, thats takes 3+ cycles for most of its instructions which is why they have such high clocks]. Is it possible to use the atmega or 18f4550 as sort of display controller for the TIA having the MCU handle reads from the buffer instead, and handle writing the data to the TIA, and use the atmega8515 to emulate the RIOT? Is it possible to emulate the Riot but with 256 bytes of ram? iirc RIOT ram is in page 0 so is faster to access than the 32k of extra ram? Plus is it possible, using A12 and A15 with a 74hc138 and a logic gate or two as a way to partially decode address to swap between cartridge space and 32k ram, so one can simply keep some compatibility, simply if A12 is high and A15 low then cartridge ROM is accessed, and if A15 is high in any case 32k Ram is Accessed? just building it to just play 2600 games isn't really hard (it was done from 1977 to 1992 literally millions of times), and seems a little redundant to me, I just figured since you can build your own 2600 compatible hardware clone for less than $50 in parts shipped, why not beef it up for some shits and giggles like a dev kit, have 256k of rom space and 32k ram, 6502, if possible using an MCU or 2 as an "In Hardware display Kernel", as well as emulate the riot, And CO10444D. why you ask? Because i i'll have the only atari "super" VCS with full USB 2.0 support (upto 12Mbit/s if I do use the 18f4550 lol) and plus i can really push the hardware to the limit see what it can do with some actual "power" behind it
  2. I made a thread about this in the Atari 7800 forum, but I'm not sure how much overlap there is with that in this forum. So I thought I would make a thread that I'll keep updating with stuff I write on both forums. https://www.dropbox.com/s/e0kt2uihubvd3h9/dbASF.mp3?dl=0 https://www.dropbox.com/s/2xqr51wq3f8rivs/dbAS.bin?dl=0 https://www.dropbox.com/s/6z4bhlll8b8s1xw/float.mp3?dl=0 https://www.dropbox.com/s/7kec2h0q85fquwe/bigrace.mp3?dl=0
  3. I have an Atari 2600(Vader), revision 16, with a dead TIA chip. Labeling of chip is TSU C010444-11D. Need a replacement.
  4. In games, there is a 6-digit number at the top or bottom of the screen, indicating the player score or anything else 6-digit-related. How does the TIA draw that score counter?
  5. The Atari 7800 usually gets criticized for it's crude sound. I know I have made my fair share of comments about it. The Atari 7800 uses the same TIA sound as the Atari VCS/2600 from 1977. The 2600 usually gets a "pass" on this because -- for it's time -- the TIA sound in the 2600 was pretty good for 1977 home console hardware. But the 7800 came out many years later and uses the same TIA sound. Although the 7800 was able to take advantage of the better in-cartridge POKEY sound, only a couple games did so. I want to look at the positive side of what the TIA is capable of from good programming. So I will start off with a few games for the 2600 & 7800 that have decent/good sound. Try to keep this about the game sound effects & music -- not weather the game sucks or not. Just off the top of my head..... Atari 2600: Smurf Rescue, Jungle Hunt, Kangaroo, Dig Dug. Atari 7800: Xevious, Ms. Pacman, Food Fight, Dig Dug, Galaga. There are many others, but it's late and I can't think of them right now. IMO, those games listed above have decent sound; some quite good. They may not be on-par with most NES games' sound or most POKEY-based carts, but I'd put them on-par with some SMS games, sound-wise. Discuss
  6. Hello. A quick introduction: I'm new to this forum, my name is Michael. Looking forward to meeting you. I started writing and recording music in 1991 where I've experimented with various genres, eventually getting into NES audio development in 2016. Last month, I started working with TIATracker. (Thank you Kylearan!) I've really been enjoying the experience, it's been a dream of mine to create music for the Atari 2600. Here are a few of the songs I've created: WarlockSum - TIA-01.bin WarlockSum - TIA-02.bin WarlockSum - TIA-04.bin TIA-03 isn't listed because now it's part of a full length album/cartridge I'm working on. I'm eager to gain more experience working with this machine, so please don't hesitate to contact me if you're in need of music or want to start conversations about working with TIATracker. OK, thank you, enjoy the rest of your day. - WarlockSum
  7. Hi, everyone! I own 1981 Woodgrain Atari VCS CX2600A which I modded for composite video output and it has several issues. The first problem is ghosting of the picture. And the second problem is about the sound: volume of the 2nd audio channel is a lot lower than the first. I noticed the sound problem playing Pitfall as well as Synth Cart: all sounds in Pitfall are quieter than in other games, and in Synthcart when I turn on a beat on the right keypad it sounds very quiet too. When I switched the right keypad to bass or lead sounds they sound much quieter than sounds on the left keypad. The console has Rev. 13 PCB and AMI 8116XF TIA chip. The PCB hasn't 7805 buffer chip. I modded the console with this scheme: http://atariage.com/forums/uploads/monthly_11_2017/post-62422-0-00139200-1511299299_thumb.png Previously, I tried to mod it with TheFutureWas8Bit's Composite Mod Kit, but the picture was really dark and colors were dull, so I decided that mod amplifies the signal not enough and replace it with the mod on scheme above. I replaced 5K trimmer on that scheme by just a wire because when the resistance is close to zero the picture was better, and when resistance was increased by trimmer, the ghosting effect became worse and the picture was really blurred. Beside the modding, I changed all 3 capacitors in the console and remove and resat all three chips in their cradles. Can anyone suggest what these problems may be related to? The only reason I can imagine is that the TIA chip is defective in some way. Or maybe I should test something else?
  8. I was really tempted to spinlock on a timer until the end of the overscan period, but does this cause any problems or issues on real hardware?
  9. I recently purchased a 2600 Darth Vader at a yard sale. The unit was labeled ‘2600 Original Needs Work’. It was $15 so I decided to pick it up anyway. I fixed the first issue which was the power jack not making connection with the power cord end. Now that the unit powers on, it displays incorrect graphics. From looking around on threads, it seems that this is an issue with one of the ICs. I am unable to get a clear answer if this is a bad TIA chip or RIOT chip. I would rather not buy both unless necessary. Does this seem to jump out as a specific issue to anyone? Any help would be appreciated. Symptoms: Misplaced/distorted graphics No (or very little?) sound Related(?) Threads https://atariage.com/forums/topic/263506-atari-2600-jr-bad-tia-or-riot/ https://atariage.com/forums/topic/240746-bad-tiariot-need-help/ http://atariage.com/forums/topic/181394-atari-2600-strange-video-problem/ https://www.youtube.com/watch?v=aAeXVazgUXc In this video, the 2600 is having similar issues to mine. He troubleshoots it by swapping the ICs with a working machine, but I only have a working 2600jr with soldered ICs.
  10. While playing with Kylearan's new Tracker, I noticed that the frequencies of some (2, 3 and 8 ) distortions sound way off. I know the frequencies are based on Eckhard Stollberg's Frequency and Waveform Guide from 1997, so I wonder if no one ever has noticed this or if my ears are just bad. If you look at the distortions 2+3, the base frequency is divided by 465. However to me it sounds, that for distortion 2 a divide by ~465/2 (= one octave higher) and for distortion a divide by ~30 (~8 octaves higher) matches what I hear. And for distortion 8, instead of 511 a divide by ~31 seems to match much better. Can anyone confirm this? And maybe someone around has the knowledge how to calculate or measure the correct frequencies?
  11. Hi all. But a question that's been burning in my mind in the past few months is if it is possible to build a synthesizer utilizing the 2600's TIA (or even two of them) to build a Minimoog style synthesizer. I've seen broadly similar projects (google them) like midi controlled TIAs, & the Gatari 2600. But would going all out & adding "Moog style" controls, a VCA, VCF, pitch bend & modulation wheels even work? (assuming it's even possible) Just a question I thought I'd pose to the hardware hackers & mods here. I'm sure this will make for some interesting reading!
  12. From the album: 2600

  13. Hello Everyone, I just got a hold of a Darth Vader and am trying to get it into working order again and am having video difficulties. It's a Rev 17 board and I'm currently in the process of putting in sockets as I remove the chips. The pictures attached show what my lovely screen looks like as is. Currently I have a known working RIOT chip in it and a new On/Off switch. The RF cable, Missile Command, joystick and power supply all work fantastically with my Woody, so if you have any suggestions that would be great. I was thinking the TIA chip, but before I start desoldering it, I thought I might get some ideas. Cheers
  14. Hi all how goes it! I am on the hunt for TIA and POKEY chips both PAL and NSTC. Please give me a shout if you have any spares you would like to sell. Kind Regards
  15. Hearing the Xevious high score saving melody emphasizes that even with just TIA the 7800 could have shined more if enough time and the right resources were provided back in the 80's: http://youtu.be/E_1v1JZR6LU [Have not found a way to embed video to a specific time frame to these boards, sorry] You can fast forwarded directly to the high score entry part utilizing this link.
  16. Thanks to DirtyHairy, Stella's TIA emulation has greatly improved over the last two years. It is now able to emulate a standard TIA almost completely with perfection. But "TIA is a beast" and on top of that Atari used numerous slightly different TIA versions in their consoles. Some of these TIAs cause problems with original games and homebrews. To help homebrewers avoiding such problems in the future, we want to analyze these TIA differences and then add some developer options to Stella. This website describes a lot TIA chips in detail, together with the potentially affected games. Note: Most INFO links are broken, you have to change the path into "www.ataricompendium.com/game_library/easter_eggs/vcs/" to make them work. So if you own a console with an odd TIA which exhibits one of these problems and maybe also own a flash cart (e.g. Harmony, Krokodile, CC, Supercharger, Uno-Cart), you can help us. For now we are mostly interested into consoles which display stray dots in Ebivision's Pesco/Pac Man (we suppose Atari Video Cube, QuickStep, Thrust and Ixion might be affected on these too) display extra pixels in Masters of the Universe - The Power of He-Man; note that there are two different variations of the problem (here e.g. Obelix, Octopus, Room of Doom, Ski Hunt, Space Treat Deluxe, Squeeze Box and SW-Ewok Adventure might be affected too) have problems with Kool Aid Man and Thunderground (probably Spider Fighter too) have problems with G.I. Joe - Cobra Strike (see pictures attached) There are more bugs listed (especially with the Cosmic Ark stars), these may follow once we unterstand the other ones. If you want to help us, please tell us (here or via PM) which of the bugs listed above your console exhibits if you own a flashcart (for executing test ROMs) or any of the ROMs related to your console glitch listed above We will then ask you to verify other games (as listed above) and try some test programs. With your help we hope to be able to adapt Stella to as many TIA variations as possible. Fingers crossed!
  17. While improving the sound emulation in Stella, we got some better insight into the TIA's sound generation. One important finding is, that the TIA volume is not linear (by far). E.g. a volume value of 56 is exactly 50% as loud as a value of 15. The higher the volume, the more it gets compressed. While this is good to know if you want to control the volume, this seems like no major problem. But the non-linearity affects both channels combined. This means that the combined volume of both channels is compressed too. E.g. a combined volume value of 10 is exactly 50% as loud as a combined value of 30, a volume of 15 is exactly 2/3 as loud as 30. And then the fun begins. Usually, if you combine e.g. two sinus waves of different frequencies, the resulting wave will look pretty wild. But it will still only contain the two original sinus waves. But doing the same with the TIA will add additional artifacts. This is because the amplitudes of both waves influence each other. If e.g. one wave is a full peak (volume = 15) the other wave at full peak would only add 50% of what it would add if played alone. And if you combine non-sinus waves, the effects are even stronger. The higher the combined volume, the more noticeable this becomes. I yet have to see an analysis (e.g. a Fourier transformation) of the the resulting waves, but I am pretty sure that additional frequencies are added which result from the hefty volume compression. You can clearly hear those as distortions. E.g. Ms. Pac-Man and E.T. sound pretty distorted on real hardware. This is because both games combine both channels at maximum volume value (15). And there the volume compression strikes most. If the volume values are reduced to e.g. 6 (= 50%), the distortions are much reduced. Rule of thumb: When you create sounds and especially music and want to avoid those distortions, reduce the volume. If you want to create unique, distorted effects, use high volumes.
  18. hello i've been searching around on the web but havent found a definitive answer, i know that it's possible to get a 1 - 2 Mhz "clock" by toggling an arduino pin, but would it be possible to genrate the 3.579545 Mhz since you can actually display a composite output using the arduino tv out library? the project is pretty much a general sound and video synth, just to see how much more one could get out of a TIA chip by removing it from the limiting memory map/configuration of the 2600, aswell as having the more oomph power of the arduino at 16mhz, could one generate the clock and still have enough cpu(arduino) cycles to actually do useful stuff. P.s is it possible to use 2 74hc595 one for the addressing and the other for the data bus on the tia, or are the signal timings that precise?
  19. Looking for a working TIA chip, preferably solder-free. Trying to fix up 2600 Darth Vader (see http://atariage.com/forums/topic/268563-2600-graphical-issues-tiariot-issue/?p=3821875)
  20. Hello everybody, I recently bought a very nice pal (I'm from europe) atari 2600 woody six and all was well. But it has developed a slight problem,(after it got knocked off the table about 13 inch high)... the picture is in the wrong place on the tv screen...(and yes I know i'm an idiot :-) First i thought the rf tuner got knocked around but I've tried fine tunning and it doesn't get any better then this. My question is can i fix this or should i be looking out for a replacement console ? Any advice would be greatly appreciated ! Cheers
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