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Found 8 results

  1. I've been meaning to start a topic about my abbuc hardware competition entry, a replacement for the Pokey chip. It's been mentioned in a couple of threads but I thought many people may have overlooked it. I tried to be sensitive to cost in my design, though once the full details are released (after competition result) it will be fun here to brainstorm ideas to make it even cheaper! Clearly there are still plenty of real pokey chips, however the supply is starting to become more limited and prices are on the increase. --- PokeyMAX Introduction The PokeyMAX is a complete replacement for the Pokey chip. It is derived from the work on the EclaireXL project, a complete FPGA based Atari 800XL clone. The intention is to build replacements for all of the Atari custom chips using this technology and Pokey has been built first. It can be used either to replace a broken/missing pokey, as a stereo upgrade, or just for fun! Features If pokey is socketed, zero wire installation (mono) Dual pokey mode Pins for 3 audio outputs (left channel/right channel/mixed) Small footprint, only a few mm larger than original IC Supports all features: 8x paddle inputs, IRQ, serial I/O, audio output, two tone mode, high pass filter and keyboard scan High level of compatibility Digital logic The PokeyMAX is built around the Altera MAX10 FPGA. This was chosen due to its integrated flash memory, power conversion, small size and low cost. The contained logic itself is described in VHDL and Verilog and then synthesized using the Quartus II software. Level conversion Most modern FPGAs no longer support 5V logic. While it is possible to find a few they are a vanishing breed. The MAX10 only supports up to 3.3V logic, so an IDT quickswitch level converter IC is used to connect to the high speed lines (A/D/IRQ/serial io etc) safely. Chip select Unfortunately I needed more level conversion lines than provided. TI came to the rescue with some 5V tolerant multi-function logic chips with which I was able to combined CS/!CS into one. Power The MAX10 requires a single 3.3V power supply, it then internally generates the rest of its supplies. This is very convenient, since often FPGAs require 3 or more different voltage levels. There is a switch mode regulator (LM3670) to convert from 5V to 3.3v in an efficient fashion. Paddles These are handled by charging a capacitor that we then check the level of using an LMV339. This is similar to the well-known LM339 comparator, except much smaller! The comparator is used since the level can be set very precisely rather than relying on when the FPGA detects a logic high. The level itself is set to 2.2v using the voltage divider on the right. It is also convenient since its open drain output means there are no level conversion issues. For the drain transistors, a 5V tolerant IO extender chip is used. The FPGA communicates with this over an I2C bus. Keyboard scan An IO extender chip drives the 6 keyboard lines and then reads the response. This is convenient since it only requires an I2C bus to the FPGA and the IC is much smaller than the level converters. JTAG The core may be upgraded or debugged using an Altera USB blaster connected here. Several of the JTAG pins are dual use and can be used as general IO. So we could for instance in future plug in i2c devices here or use for A5 (with external level converter) to allow quad pokey or sid etc. Audio filter The audio output uses a delta sigma dac. An RC circuit is used as a simple audio filter to smooth the output from this. There are four audio outputs, which are currently fed to pin 37 and 3 header pins (left/right and mixed). Note that the next stage much not draw a lot of current from the rc filter or it will cause distortion. A4 Pokey has 4 address pins (A0-A3). To make space for a 2nd pokey another address line is needed. For stereo connect to A4. Errata: Note that the "paddle capacitors" should not be populated and RA1 should be 0 ohm since these are already on the main board, this was a schematic error.
  2. Hello, Many of you have already seen and played our Ridiculous Reality... here are some new screens from game for those who have not seen it yet: Game can be downloaded from my website: DOWNLOAD Ridiculous Reality Hope you like it, enjoy!
  3. The official final results can be found on the webpage of the ABBUC Software Ressort: http://www.abbuc.de/atari/software-ressort/81-software/softwarewettbewerbe/1727-software-wettbewerb-2014 atarionline.pl actually managed to be faster with posting them after they got them from me. I´m getting old... For your convenience: Rank Titel Points Author 1. Dimo´s Quest 663 8BitJunkie 2. RGB 586 MaPa, PG, Ooz 3. Ransack 476 Jose Pereira and Lyren "Xuel" Brown 4. Nemezyro 465 MatoSimi, Poison 5. Joe Painter 408 Holger Bommer 6. Ramprage 398 Jason Kendall Congratulations to all authors. You ALL are WINNERS!
  4. In the printed magazine (sent out to all members) there are German instructions only. I´ll publish the genuine english instructions as well as links to corresponding Blogs and Atari Age Forum threads in the ABBUC Forums later today, please find them there: http://www.abbuc.de/community/forum/viewtopic.php?f=3&t=8179 English instructions for Dimo´s Quest and Joe Painter will also be added later.
  5. Hello there, the Fujiama 2016 in Lengenfeld/Germany just started 12 hours and 43 minutes ago ... One big special this year is the Realtime-Realtime.txt which can be followed at this address Greeting to all who can't attend, maybe you will have fun while reading ...
  6. Here is the updated release of WAR ROOM ! Compared to the ABBUC version, this update now features: - PAL and NTSC execution speed and gameplay is the same - Atari 800 supported - More characters - Ability to exit from gameplay back to titlescreen (START) - Minor improvements to graphics and sound effects - Demonstration mode that automatically runs after sitting idle - Other little things Enjoy !!! See attached ATR and XEX files for download. OH! … and ‘H’ A P P Y ‘H’ A L L O W E E N !!!! Eric and Rob WARROOM.ATR WARROOM.xex
  7. Well, Abbuc competition is over for this year and we got some really nice games! Congratulations to all who contributed with their work and lets hope next year will be even better! My entry "The Monk" reached third place so let's discuss it here. Video of compo version in action: There's much of planned gameplay in it, but still a lot more can be added. I'll keep working on it in next couple months and let you know of progress in this topic. What's best about the game for me is that I've learned a lot and plan to use this type of graphics for next projects. There is lots of potential in this type of colorful, low-number-of-bytes/screen type of graphics. Everything draws quickly, it doesn't take lot of space so fast, arcade games are possible with this approach. Will share details about coding stuff later this week. Wish you many good hours spent with the game and I hope you enjoy it. ps. If you get stuck feel free to ask ... Cheers! Vladimir Download: monk_1.3_plus_story_and_instructions.zip
  8. Hello, I'm working on new game for abbuc software contest with two great atari guys, but we cannot cover drawing title screen in g2f by ourselves. So we are seeking picture artist who will draw title screen. anybody interested? Regards, Martin
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