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Blogs

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  1. Hi, I made some cassette j-cards for some of my Atari 8-bit games, and I thought I'd share them with you guys. They're saved at actual size, so you shouldn't have to mess with any settings to print them at the correct size. For best results, print on card stock or any kind of white paper that's thicker than regular printer paper. Cut along the faintly colored border and fold according to the white markers in the bleed-in area. I add more j-cards from time to time, so be sure to check back once in a while. Energy Czar Hangman Journey to the Planets (JV Software version) Journey to the Planets (Roklan version) Preppie! SCRAM Shamus Space Invaders States & Capitals Temple of Apshai
  2. (X-posted from Atari General) The current mania over Artificial Intelligence (AI) reminded me of a program I wrote for the original Atari 800 in 1984, for a post-graduate private computer school class. I've left the manual describing the program completely as is, except for redacting my old address on the cover page. Apologies for the yellowing pages, which are 39 years old now. The slight skewing from the scanner didn't lose any characters in the coding section and you can still type in the full code if you desire. I submit this as open-source and as a learning tool, to see how a basic - also BASIC - AI program was written in the very early days, almost before the IBM PC came out. It is based upon a very simple AI program in Compute! magazine - just 23 lines, or <1/10th the size of my greatly enhanced program. The program was originally designed for the Atari 800 but ought to run on the Atari 1450xld with speech options. The 1450xld was never officially released before Atari declared bankruptcy, but I was able to find the BASIC code that would have worked for that machine, and included it in this late stage Atari program, completed by May, 1984. Superlearner also has an option to print what it has learned to a printer, or save the output to a disk or cassette. The Atari had no access to the internet, which, in any case, did not exist in 1984, so there was no option for a BASIC AI program except for the user to manually enter facts and non-facts about subjects for the AI program to mull over. Menu options make this a simple matter. Everything is menu-driven, including the sample data already built into the program. I lost the function of my Atari 410 cassette recorder a long time ago and although I have a working Atari 810 disk drive, I have not had the patience to type in the program again. If there is sufficient interest in the program I may do so again, and provide some sample output from the program. There are some similarities to today's AI but of course, the level of complexity and capacity is millions of orders of magnitude greater today. I present this as a simple example of AI and of historical background to today's AI apps. Enjoy! Superlearner AI Manual and Program_Redacted.pdf
  3. So, I'm in sort of a pickle. I'm going to need more than 16K for my game, and I don't want to deal with bank-switching. My plan is to code it for the 8bit, release the 8bit version, then port it to the 5200. So, I want a 32K disk image. How can I do that? In fact, I might even sacrifice loadless gameplay for more content/better graphics (Loading backgound graphics straight into the $3C00-$3FFF area instead, and having each zone's level data (3K max) load into the $3000-$3BFF area. (Or I might just not even need to do it before the $4000 region and load it in the $B000-$BFFF area, leaving all code in the $4000-$AFFF area.) although I may need the OS to do that, and I'm trying to stay away from the OS as much as possible, as this is what DMA looks like for me: ; That's a lot!!! So, any ideas on how to get a disk based image? (And how fast is the Atari disk drive anyway?) Thanks!
  4. Hi, Is it possible to have a virtual keyboard on the atari800 emulator on the GamePad, running under RetroArch (on a softmodded WiiU). I saw a comment on a WiiU video on YouTube (ages ago) that this was possible, but didn't follow up with the question of how to do this. I assume it's a configuration file setting, if it's even possible, as there is nothing in atari800's UI to do this. I'm running atari800 3.1.0 (b59fb7e), which is the latest version in the WiiU RetroArch (AFAIK). I think I can plug in a USB keyboard to the WiiU, but having a virtual keyboard, as used by most tablets, would be a bit easier. Anyone know anything further? TIA!
  5. https://imgur.com/a/jnJskcQ Not sure how to get this up and running on a modern TV. Any help would be appreciated.
  6. Hello, i need a left shift key for an Atari 800. I need the key with only one square mounting in the middle. I would also take a right shift key - better than nothing ;) Christian
  7. I managed to get the atari 800 I had when I was a kid from my mother's house, after she passed away. It had a bad space bar from way back, and my little brother mangled the little metal fingers under the key trying to fix it. Long story short, I replaced the keyboard with a new one. It worked great for about 10 minutes, then suddenly no keys are working. Putting the old keyboard back in didn't clear up the problem, so I have to assume it's something on the motherboard. After doing a bit of research, it seems like the Antic chip might be the issue, as absolutely none of the keys work, but I don't know how to diagnose it for sure. Further, even if I decided to buy one of those fast disappearing chips to replace it with, what caused it to go out in the first place? It seems rather coincidental that it goes out 10 minutes after replacing the keyboard, after surviving for 30 years with a broken space bar, and a year of use since I got it back, using it with the broken space bar. I'd like some ideas on what to test to maybe figure out why it would have gone out. I appreciate any help someone can give me.
  8. Glad to show an emulated MAC/65 environment with DDT, that can be use from a web page when you want to do some assembly in your free time : https://eahumada.github.io/AtariOnline/mac65/mac65-mame.html Example: ENTER #D:SPRITE1.LST ASM DDT G 500B (You can use the numeric keypad as joystick and some times when you have a game-pad and MAME recognize that is connected you can move the sprite) Sadly, JavaScript MAME is not an accurate emulator, but I have the hope than in the future some other JavaScript/WebAssembly emulator emerge (jsAtari800 maybe? jsAltirra?) to allow to publish Atari interactive 8-bit content Here is the page for the work in progress Project, please feel free to fork and use to create your own content: https://eahumada.github.io/AtariOnline/ Credits to '@8-bit and more' for the inspiration, when I see his videos I don't have and Atari with Mac65/DDT cartridge at hand, then I get this idea and also thinking how the authors of 8-bit content can share their creations live online, for teach and learn 6502 Atari programming.
  9. [SOLD - as of 3/7/2021] Hi - Let me know if you see any carts that you need. All carts are tested and work. I can provide additional pictures. For some I have the manual to go along with the cart. Prices vary depending on title and condition, etc. PM me with any interest and I will post more pics. Some carts as low as $8 + you pay shipping. Everything is negotiable... Let me know what you have to trade... carts or other 8bit items. Stacked carts are duplicates. Silver label in upper left is Miner 2049er (silver label is faded) When you PM let me know the title and the label color (silver, brown, blue/XE or other). Thanks for looking! (Note: Updated photo 3-Mar-2021) Also 1 Millipede for sale with a good condition original box.
  10. Doing some house cleaning... these games are, to the best of my knowledge, complete. I don't have a disk drive so I can't test these now but the last time I used them, they worked. Whatever doesn't sell by this weekend goes on FeeBay. I would be flexible on pricing if multiples are purchased. I will add pics throughout the night... here we go: Archon (water damage to sleeve and instruction manual) - $29 One on One - $29 Hardball - $24 Spy vs Spy - $24 Plus shipping from 80138. Thank you!
  11. Greetings all, Just thought i would share i stared a longplay series on my YouTube channel for all my favorite Atari800xl games growing up. If you get a chance, maybe check it out and say hi. I don't think that's against forum rules is it?
  12. Just wondering - the technology used for Adventure was simple enough that just about any 8-bit home computer or newer should be capable of emulating it. I'm wondering if anyone has done it in BASIC (maybe compiled, or with some minor ML routines, or using some BASIC expansion library, for more speed etc.) ? It would be cool to have such a code base to work with, making it easy to modify and create custom adventures...
  13. Hi, I have this copy of Bandits in my Atari 8-bit floppy collection. Out of curiosity, I ran a directory listing on the b-side of the disk in DOS 2.5 to see if anything was written on that side. Surely enough, there is some kind of data written to that side. It seems to be some kind of garbage data. When I would try to boot the Atari XL through the b-side, it would load for a few seconds, and then soft-lock, no "BOOT ERROR" message or anything. The disk itself has a write protected b-side this data must have been written to the disk during the duplication process. Does anybody know what this data might be? Also if you just so happen to have a floppy disk copy of Bandits, does it also have data written on the b-side?
  14. Numbers roll endlessly across the bottom of the screen and fighters swoop back and forth across your view. Lights flash intermittently as once-critical alerts become secondary concerns, and you don't even have time to wonder if you're going to live to see the next few minutes. Is the enemy behind you or in front? A blast that you're sure didn't come from your fingers goes comes shooting into view and you pull up, hard. The next few seconds are a blur, as you pull the trigger ten, maybe fifteen times, and a spray of particles fills the space around you. There's always that one brief moment... that moment when you're not sure if the particles came from your ship or theirs... Tell me about your experiences. It will help me to cope.
  15. Hi! Been awhile... after my dad passed away, I wound up moving, and the move gave me an ulcer... life sucks sometimes. Anyhoo, I finally got around to unpacking my 65XE and found I needed a stick. Not content with the old 2600 stick, I decided to make my own. So I looked over the threads to see what other people were doing, then decided to do it better. ? I love my Sega Genesis control pads. They're the best of the old systems. And the old 3-button pads (which actually have four buttons) looked to be a great place to start. I figured that I could make B the standard trigger, A the secondary trigger most people do for 8-bit/2600 pads, and then make C the same as up. On old 8-bit systems with their single button, up was jump on a great many games, so making C the same as up means that you have a jump button right next to the trigger button. That leaves a potentiometer line open, so I hooked that to the START button. So my control pad has two triggers, a jump button, and a separate START/PAUSE button. Noice! So let's get this puppy going! First, take the control pad apart. It's easy - there's just several cross head screws on the bottom. No special tool required. The PCB will look like this Ho! Lucky!! It's not surface mount. Older pads are like above, and newer ones are surface mount. The procedure to convert into an Atari compatible pad is exactly the same, it's just a lot more fidgety soldering. So I really lucked out on that one. So, next we remove everything but the cable. Yes, everything. Now you want to swap cable pins 5 and 7. Next, bridge IC pads 3 and 4, 6 and 7, 9 and 10, and finally 11 and 12. Solder a wire between IC pads 1 and 14. Then solder a wire from the pads that used to have the pull-up resistors connected to C and UP. Finally, solder 330 ohm pull-up resistors in place of the original pull-up resistors on A and START. The size of those resistors isn't that critical. I used 330 ohms because that what was suggested in the original A2600 two-button stick document. It could be anything between 200 and 6700 ohms. The smaller the resistance, the more power it takes, but also the quicker it will charge the potentiometer line. If you've done it all correctly, it should look like this Note the 1/8th watt resistors. Is that okay? Hmm, P = V^2/R, so 25/330, or about 76 mW, which is about 1/13th of a watt. So, yeah, it should be fine. If you wanted to use a resistor below 270 ohm, I'd suggest going with a 1/4th watt resistor instead. A quick check with the volt-ohm meter to make sure nothing is shorted and put it back together. See? Not that hard. Well, maybe this might help... it's some notes I made to keep it all straight in my head... And finally, here's a link to an arc of all the images, and a tiny test app that will show your new control pad in all its glory! Source is included. I assemble my A8 stuff using atasm these days, but you could also use M65. http://www.mediafire.com/file/kkwkb99zjwu5fyp/SegaJoyPad.7z/file
  16. Asking on behalf of a friend: Out of curiosity, I was wondering if there are any expansions for the Atari 800, much in the vein of the expansions we have for the Atari XL/XE computers (RAM expansion, etc.) The Atari 800 maxes out officially at 48K RAM, which isn't enough for most of the homebrew games and such that target 64K+ RAM systems. I remember reading a long time back about some RAM expansions and such that do work on the Atari 800, but it's been ages and I'm wondering if most of that information is still relevant or not. One I remember reading about was the Incognito card (?), which gave the 800 a nice RAM boost. I *think* that was the name of it? (see what I mean by it's been ages? ) Anywho, can anyone point me to some good expansions that target the good old 800 computer that may still be available for purchase somewhere? I don't need anything like a SIO2SD or an Ultimate Cart; those are handled already.
  17. Does anyone know a way, from the command line, that I can disable the built in joystick setup in this emulator? By default the emulator seems to work with any connected USB (or in my case bluetooth Xbox One Pad) - but the button layout is horrific, it assigns all buttons to fire!!! So I would like to use Xpadder to control the emulator and script my own buttons to hotkeys to control it better. But because the joypad is always being used I cannot do that. In the Windows version I can find no command line switch to turn off the pad - there is a "-nojoystick" in theSDL version :-( Anyone got any ideas? sTeVE
  18. RetroElectroDad

    Atari 800

    From the album: RetroElectroDad Computer Collection

    This Atari 800 arrived with a broken keyboard and would not boot. It now has a new keyboard from Best Electronics and boots after replacing one of the 16K memory banks.

    © Trevor Briscoe

  19. Looking for a little help with the Windows version of Atari800 (not Atari800Win Plus) - over on the emulation board - joypad options... sTeVE
  20. Sorry in advanced; I'm really-really new to gcc and c in general (a complete moron). SO I couldn't find atari800 rpm for Fedora 2x (at least not a 3.x version). atari800 3.x has some features not found in 2.x. I tried using alien to convert .deb's but no luck (never had much luck with alien), and even tried non-fedora RPMs. No luck there either (of course). Downloaded the tar.gz source atari800-3.1.0 - ./configure went ok, but when doing make install: xep80.o: In function `XEP80_Initialise': xep80.c:(.text+0x1479): undefined reference to `ANTIC_cur_screen_pos' xep80.c:(.text+0x148d): undefined reference to `ANTIC_cpu2antic_ptr' xep80.o: In function `XEP80_GetBit': xep80.c:(.text+0x15a2): undefined reference to `ANTIC_cur_screen_pos' xep80.c:(.text+0x15b6): undefined reference to `ANTIC_cpu2antic_ptr' xep80.o: In function `XEP80_PutBit': xep80.c:(.text+0x1673): undefined reference to `ANTIC_cur_screen_pos' xep80.c:(.text+0x168c): undefined reference to `ANTIC_cpu2antic_ptr' xep80.c:(.text+0x1715): undefined reference to `ANTIC_cpu2antic_ptr' xep80.o: In function `XEP80_StateSave': xep80.c:(.text+0x2515): undefined reference to `ANTIC_cur_screen_pos' xep80.c:(.text+0x2529): undefined reference to `ANTIC_cpu2antic_ptr' xep80.o: In function `XEP80_StateRead': xep80.c:(.text+0x2817): undefined reference to `ANTIC_cur_screen_pos' xep80.c:(.text+0x282b): undefined reference to `ANTIC_cpu2antic_ptr' collect2: error: ld returned 1 exit status make: *** [Makefile:119: atari800] Error 1 I'm guessing that's makefile line 119? which is $(CC) -o $@ $(LDFLAGS) $(OBJS) $(LIBS) dep: @if ! makedepend -Y $(DEFS) -I. ${OBJS:.o=.c} 2>/dev/null; \ then echo warning: makedepend failed; fi please take it easy on me :-( appreciate any input
  21. Hello, I just was using this Atari 800XL, and without reason, the "U" key seems as pressed but nobody is pressing the key. (see video, sorry for quality and few background sounds. ). https://youtu.be/msnZSZTz8a0 Dirty?, maylar issues?, key system broke? Any suggest, comments, are welcome. Best Regards.
  22. I'm just kinda curious about this odd issues with Bounty Bob Strikes back (the atari 800 cartridge version) in regards to emulation. On Atari800 the game will not let you activate the elevator on the 2nd level. I've tried several different versions. Oddly enough the cassette version (UK) works just fine, as well as the 5200 cart, if one wants to count that. However the game works perfectly fine in Altirra. So I was just curious from an emulation point of view what may be preventing the game from working properly on Atari800 using the Atari 800 cartridge version.
  23. This is an old port of the PSP edition of Atari800 to the GP2xWiz. I had simply never tried to use it until today, and I discovered that I can't get the 2nd fire button to work in 5200 mode. Anyone ever use this and get it to work?
  24. I first want to thank you so much in advance for any help. I downloaded the Atari800MacX emulator for mac. I have installed it and downloaded the ROM's and the emulator starts up fine. But I have trying to run a game that is in the ATR format. The name of the gave is Ali Baba and the Forty Thieves. It is probably my most favorite game of all time and I played in when I was a kid in the 80's. When I load it on Disk 1 in the emulator, the screen just says 'Please Wait'. And it seems the screen is stuck and the game wont start. I downloaded the game from http://www.atarimania.com and I have got it to work a few years ago when I was using a PC, but now I am using a MAC. Am I doing something wrong with loading my game? Why is is stuck in 'Please Wait' mode? Can you please help? Thank you again in advance for any advice you can give. Kind regards, Jamie
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