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Found 39 results

  1. Hi guys, I'm working on a 7800 platformer called Morf, but hitting a few issues maybe you can point me in the right direction. Having trouble with sprites inverting their colors In the above image: - The main character Morf is inverted, green/black - The second tile set should be using a blue color palette for the water at the bottom of the screen. - Recently for no obvious reason the sprites break up when moving vertically like the drip from the pipe below. Also you can see the left moving sprite has the correct palette. Any help or advise would be awesome 😄
  2. walker7


    From the album: The Best Assembly Computer

    A set of 7 different color palettes to use while programming.
  3. OK, here is another, you probably can't do that, question. 1st off, I am writing this program (Parsec 2600) in the standard 8k kernel because I want to flash the ROMS myself just to see if I can. never did that before so i thought i start off simple. Now back to the question. I have set up a multicolored playfield with pfcolors: What I want to do is change the color of one line at a time without having to do another pfcolors: since I have no idea what the color change will be on the various lines. If i had to use pfcolors: every time I would have to have about a dozen different pfcolors and choose which one to use every game cycle. my theory is i can POKE a value into the one line I want to change the color. but i don't know where to POKE or if batari will override the value. any ideas or am i totally off base. thx, HLO
  4. Hi, So I have a slight issue with my 2600. I don't have a modded unit to RF is the best I can do. However I've got the following setup going on. I run the RF into a VCR which can demodulate the signal, and output it over S-Video. From there I feed it into my upscaler, which does a rather nice job up-scaling the 240p graphics. They are a bit fuzzy, and sure there's a lot of noise in the image. However the biggest issue that bothers me is color. There appears to be what people are calling a chroma delay, or chroma shift. Colors appear to drag to the right. Red more than anything. Is there any way to compensate for this either in hardware, or just as well I could correct for it in software(i want to record it basically to my PC for YouTube). Does anyone know a free utility or feature in Sony Vegas(thats the software i use) than can solve this Chroma Delay issue?
  5. Can someone help me do a very simple hack of Space Invaders where the aliens are blue instead of green. It would also be cool if there was a title screen that said "WUW", but if this is not possible or too complicated to pull of then I understand, and it's not completely necessary for what I'm trying to pull off. Mostly I would just like for the aliens to be blue. Can someone help me out?
  6. just messed around with a new feature @senior_falcon put in XB256, the ability to display multicolored fonts easily and quickly. and I got it to SIX full alpha font set colors. the TI99 now has an easy way to display up to 6 different alpha fonts on the same screen! way it works is you can type the the characters you want from the color character set directly with the offset CALL LOAD(9596,xxx). this enables you to just type the letters you want to display in this fashion: CALL LOAD(9596,(offset for chr set)):: CALL LINK("DISPLY",4,1,"TEXT goes HERE") this opens up using six different color characters per program. also can redefine the characters. could make a map typing in simple characters to display complex redesigned map characters. mix and match upper and lower case. lots of uses. get the latest copy of XB256 in this thread: _________________________________________________________________________ here is a reference guide and a copy of the demo. USE WITH XB256 Moves the character sets: 10 CALL LINK("SCRN2") 20 CALL LINK("VREAD",5376,255,P$) 30 FOR I=4096 TO 4608 STEP 256 :: CALL LINK("VWRITE",I,P$):: NEXT I 40 CALL LINK("VWRITE",5376+256,P$):: CALL LINK("VWRITE",5376+512,P$) Character Set Definition: Char Set 1 - Normal char set CALL LOAD(9596,192) Includes Numbers & special character COLOR SET 02-08 Only Char Set 1 has numbers NOTE: these next ones you would want to redefine ^ (or some chr in set) as space since inserting a space will give a different color from color set 1. Char Set 2 - Lower case char set Type lower case character set. COLOR SET 09-12 Char Set 3 CALL LOAD(9596,192) COLOR SET 13-16 Char Set 4 CALL LOAD(9596,416) COLOR SET 17-20 Char Set 5 CALL LOAD(9596,224) COLOR SET 21-24 Char Set 6 CALL LOAD(9596,0) COLOR SET 25-28 Example program: 10 ! MCFTEST2 12 CALL LINK("SCRN2")::! THIS SETS UP SCR22N 2 IN XB356 14 CALL LINK("VREAD",5376,255,P$)::! COPY IN STANDARD TI99 CHR SET 20 FOR I=4096 TO 4608 STEP 256 :: CALL LINK("VWRITE",I,P$):: NEXT I::! COPY OUT CHR SET TO NEW LOCATIONS 22 CALL LINK("VWRITE",5376+256,P$):: CALL LINK("VWRITE",5376+512,P$) 24 !SET COLOR OF CHR SETS:CS=1ST COLOR SET, F=FOREGROUND COLOR, B=BACKGROUND COLOR 25 CS=17 :: F=4 :: B=16 :: GOSUB 1000 26 CS=21 :: F=2 :: B=14 :: GOSUB 1000 27 CS=25 :: F=9 :: B=12 :: GOSUB 1000 29 CS=13 :: F=7 :: B=11 :: GOSUB 1000 :: CS=09 :: F=10 :: B=1 :: GOSUB 1000 30 FOR I=0 TO 255 :: PRINT CHR$(I);:: NEXT I ::!PRINT ALL CHRS 32 CALL LOAD(9596,192):: CALL LINK("DISPLY",1,1,"ATTENTION^TI^ENTHUSIASTS")::!PRINT TEXT WITH OFFSET 33 CALL LOAD(9596,416):: CALL LINK("DISPLY",2,1,"YOU^CAN^DISPLAY^TEXT^IN") 34 CALL LOAD(9596,0):: CALL LINK("DISPLY",3,1,"DIFFERENT^COLORS") 35 CALL LOAD(9596,96):: CALL LINK("DISPLY",4,1,"USING XB256 IN SCREEN2") 36 CALL LINK("DISPLY",5,1,"with lots of colors") 38 CALL LOAD(9596,224):: CALL LINK("DISPLY",6,1,"UP^TO^SIX^COLOR^SETS") 40 GOTO 40 1000 FOR I=0 TO 3 :: CALL LINK("COLOR2",CS+I,F,B):: NEXT I :: RETURN::! THIS SETS COLORS IN COLOR SET
  7. OK, I didn't know if I should post this here or in Hardware, so I just put it here. I just got a 2600 Jr. today and it has a few issues. When you first turn it on, with any game or the Harmony cart, it takes probably 10 seconds before the picture shows up on the TV. When you put a Battlezone cart in and turn it on, it takes a few seconds, then you get the radar and some other random bits of the picture kind of jumping around the screen, then it will show up correctly, but with a very dim picture. In a couple of seconds, the picture brightens up and the colors are all good. If Demons to Diamonds is inserted, same wait time on start-up, but the color and brightness are good. Now, here's the big problem. When you hit reset to start Demons to Diamonds, it goes from color to Black and White. Unplugging the rca cable from the back of the console and then slowly putting it back, will allow you to see a split second of color before it goes B&W again. The same thing happens using the Demons and Diamonds .bin on the Harmony Encore. Also, With the Harmony, if you switch it off, while it's B&W and then switch it right back on, the Harmony menu is in B&W. Switching it off and on again, results in color. The Jr. isn't modded and an inspection of the board showed no bad solder joints or leaky caps. The Serial is A1781245617 The board is CO21503 Revision C On most games, it looks great, the colors and the picture are better than my AV modded Vader and 7800, other than the lack of a picture for a few seconds when you turn it on. Demons to Diamonds is the only game I've found so far that triggers the B&W issue, but I feel like that's a sign of something needing repair. So, does anyone have an answer as to what's wrong with it?
  8. Short and Sweet version... The most complete and diverse palettes available; including not only "tint/hue" but internal console "pot adjustments" as well which in part accounts for variances between systems and displays. A range of brilliance and saturation levels are included too. Grab the complete set with below description and explanation here: GCCFINALXX_20130624.zip *UPDATED 6/24* - Additional color logic/decode for neutral "pot" palettes and improved naming convention. Detailed version... The GCCFINALXX palettes offer a robust range of settings with much diversity regarding color control. It includes "tint" adjustment (as typical found on a display's end-user controls) as well as "pot" adjustment (Color tuning found inside the 7800 console). Additionally, there is a range of color brilliance and saturation settings from the raw/base levels to extreme levels. Here is a typical file name: "NTSC_GCCFINAL1G_XTRBRT_LOWSAT.pal" It describes the palette in the following four areas: I. Region II. Palette Family Pot and Tint/Hue Setting III. Brilliance Setting IV. Saturation Level I. REGION: The region difference is noted by either NTSC or PAL in the file name. II. PALETTE FAMILY POT / TINT SETTING The difference respecting the "pot adjustment" is noted by either number 1, 2, or 3 in the file name: 1 = More Blue to Red, Less Blue to Green. 2 = Neutral 3 = More Blue to Green, Less Blue to Red. The difference respecting the "tint/hue setting" is noted by either a letter G, N, or R. G = More Green N = Neutral R = More Red Complete Color Base line: GCCFINAL1G = TINT is more green / POT is more blue over red, less blue over green GCCFINAL2G = TINT is more green / POT is neutral GCCFINAL2G-ALT = TINT is more green / POT is neutral (Alternate color logic) GCCFINAL3G = TINT is more green / POT is more blue over green, less blue over red GCCFINAL1N = TINT is neutral / POT is more blue over red, less blue over green GCCFINAL2N = TINT is neutral / POT is neutral GCCFINAL2N-ALT = TINT is neutral / POT is neutral (Alternate color logic) GCCFINAL3N = TINT is neutral / POT is more blue over green, less blue over red GCCFINAL1R = TINT is more red / POT is more blue over red, less blue over green GCCFINAL2R = TINT is more red / POT is neutral GCCFINAL2R-ALT = TINT is more red / POT is neutral (Alternate color logic) GCCFINAL3R = TINT is more red / POT is more blue over green, less blue over red III. BRILLIANCE: The level of color brilliance or brightness is noted using the following: LOW = Base/Raw Level MED = Average Level XTR = Extreme Level Complete Brilliance Line (Least to Greatest) = LOWBRT, MEDBRT, XTRBRT IV. SATURATION: The level of color saturation is noted using the following: LOW = Base/Raw Level MED = Average Level XTR = Extreme Level Complete Saturation Line (Least to Greatest) = LOWSAT, MEDSAT, XTRSAT A few final thoughts...Keep in mind that your current display device (Computer monitor can have a slant/push) may result in you choosing a palette that could seem like an unlikely candidate or choice. For example, have you ever read a review where they says the monitor has, not a red, but a "pink push", or "too much pink"? The actual issue may be there is a stronger than expected or accustomed to blue over red ratio. In that scenario, you may want to counter it with one of the GCCFINAL3X palettes depending on how strong the monitor's slant/push is of "pink". Or if you have a display with a red push, you may want or/and need to counter it with one of the GCCFINALXG palettes. Then again, your current display may be perfectly color calibrated and it is the original 7800 system or device you play(ed) it on that leans or slants in a certain direction regarding colors as a result of the pot adjustment or television configuration. It's all factors to keep in mind when trying the select a palette that looks 'right' to you. Please note too, one palette may look just right for one game and very wrong for another. A few titles there is little noticeable changes (I.E. Dig Dug) among a slew of different palettes. In other titles, each palette will make a obvious and distinct difference (I.E. Xenophobe). ENJOY!
  9. walker7

    Color Change Screen

    From the album: The Best Assembly Computer

    What a color changing screen for an assembler might look like.
  10. SIO2


    From the album: SIO2 Projects

    7800 DevOs modified system with custom paint that matches Epyx 500XJ or Wico.

    © SIO2

  11. Here's some bB examples of stuff that's not easy to figure out, so might save somebody some time. Change color behind score without minikernel CHANGE_COLOR_BEHIND_SCORE.bas Change scorecolor SCORE_COLORCYCLE.bas Change playfieldcolor on any row/rows you want CHANGE_PLAYFIELD_COLOR.bas Change backgroundcolor on any row/rows you want CHANGE_BACKGROUND_COLOR.bas I'll try and come up with some more.
  12. I was wondering, with all the different cartridge types, what defines the location where the storage is banked into? Is the logic in the Atari hardware, the OS or the cartridge itself? On the off-chance it is the latter, would it in theory be possible to have a cartridge which only banks a few bytes into the colour registers, allowing quick changes of colour palettes? Probably not possible, but just thinking outside of the box.
  13. Hey all, I tried to spend the weekend learning the basics (ha!) of IntyBasic. And what better way to learn for a "retro" console than to make a PONG clone? So I made a very rough PONG clone called "PONGadelic" to learn: Simple sprite definition and rendering. Controller input and translating input to sprite movement. Simple collision detection. How to handle color-switching on the Inty. I've attached the BAS and ROM files for your perusal. The PONGadelic_title.BAS simple renders the classic title screen (adapted from the SDK's classic title screen example - thanks!). So down to my questions - I've got the Inty in ColorStack mode: MODE SCREEN_COLOR_STACK, STACK_BLACK, STACK_CYAN, STACK_BROWN, STACK_YELLOW 'I have no idea how to use anything after STACK_BLACK BORDER BORDER_BLACK This results in my entire play field being BLACK, which is what I want for now. Great. But say, after either player scores a point, I want to change the whole play field to the next color in the stack - that is everything that was STACK_BLACK should now be STACK_CYAN. I was not able to figure out how to accomplish this. Is there some sort of "advance color stack to next color" command? I saw something about setting $2000 but I'm not sure how or where to do that. I don't want to change the color of a sprite or printed object; I want to make the entire play field a new color. Second question - I have a Ball object (SPRITE 6) that I want to animate in a simple, back-and-forth kind of deal. I have two sprites loaded into GRAM for this purpose; SPR03 and SPR04. SPRITE 6,ballX+HIT+VISIBLE,ballY+ZOOMY2,SPR03 + ballColor 'this is where Id like to animate the ball, (i.e. change to SPR04 for X frames, wait X frames, then change back to SPR03). My assumption is we need some kind of counter that switches the line from using SPR03 to SPR04 every X frames, then starts over and switches back to SPR03 after X frames elapse again - but I struggled with how to implement this. When I had counters swapping the sprites, I ran into collision detection issues. Final question - WAITs - I don't really understand when I should (and shouldn't) be using them. I understand that certain things need to "settle" sometimes, or you can only do certain operations once every "cycle"... but I'm kind of lost . Besides those (probably obvious!) questions, PONGadelic is a totally functional albeit rough PONG clone! If you feel like trying it out, here's how it works: Classic PONG - use your paddle to bounce the ball and prevent it from going out the back of your side. Left Controller - Left Side; Right Controller - Right Side. Player who just gave up a point gets to "serve" the ball using any of the Side Buttons (serving merely sends the ball in a random direction from the center). When the game first starts, Left Player gets to "serve". First player to 9 points wins the game. Walls, Paddles, and Ball have a random color during each round of the game (hence PONGadelic). Thanks in advance for your help! J. Lewis pongadelic_title.bas pongadelic.bas constants.bas pongadelic.rom
  14. I am looking for a Windows or Linux based editor for manipulating for editing 4 colour pictures. I then want to save the file to a raw bytes format. The bytes which it saves also need to be packed, so that 1 byte contains the contents of 4 pixels. I am not interested in a chain of tools, i.e. You draw it in Paint and then import it into somewhere else and then run it through something else. In this particular instance, I have a 128 x 24 pixels image which I want to be able to write straight to a file of 768 bytes. I do not need any colour information encoded into the file, just pure pixel values.
  15. I'm attempting to mix bB code and Assembly to do some more advanced things, such as having a single bank of colors/sprites that are assigned to players based on a variable. Note that this is using the DPC+ bB kernel. The issue here is in regards to pointers and how flexible they are in Assembly, because I don't know. For instance, I have a set of colors for a sprite: asm milCol .byte $D6 .byte $D6 .byte $D6 .byte $D6 .byte $D6 .byte $D6 .byte $D6 end I want to call this bank of color values and assign them to every player in a loop, in case I want to assign a specific color to individual players later. I noticed when looking at the game's assembly that colors are assigned like so: .L0241 ; player2color: lda #<(playerpointers+20) sta DF0LOW lda #(>(playerpointers+20)) & $0F sta DF0HI LDX #<playercolorL0241_2 STX DF0WRITE LDA #((>playercolorL0241_2) & $0f) | (((>playercolorL0241_2) / 2) & $70) STA DF0WRITE . ; .L0242 ; player3color: lda #<(playerpointers+22) sta DF0LOW lda #(>(playerpointers+22)) & $0F sta DF0HI LDX #<playercolorL0242_3 STX DF0WRITE LDA #((>playercolorL0242_3) & $0f) | (((>playercolorL0242_3) / 2) & $70) STA DF0WRITE . ; There's a pattern--players 1-9 are assigned their low and high points using the (playerpointers+x) phrase where x = 20 + (sprite# * 2) I'm attempting the following: for temp1 = 0 to 3 temp2 = 20 + temp1 + temp1 asm .enemycolor lda #<(playerpointers+temp2) sta DF0LOW lda #(>(playerpointers+temp2)) & $0F sta DF0HI LDX #<milCol STX DF0WRITE LDA #((>milCol) & $0f) | (((>milCol) / 2) & $70) STA DF0WRITE end next This should calculate where the high and low points for the player pointer will be and add it to playerpointers in order to point to the right location. It compiles, but doesn't work. Is there some special way I need to address the temp2 variable in order to allow it to be added to playerpointers? This also applies to sprites. I would like the sprite for any player to be chosen based on a certain variable (in my case it's enemy0, enemy1, enemy2, etc.) so, if enemy0 is 1, it will grab a certain sprite for that player and set it to a certain color, without the redundancy of repeating sprite and color tables for each possible combination for each player. There are two ways to do it. Either I could have a series of statements like the above .enemycolor for each possible color/sprite and then adjust the player's pointer based on a variable to point to the sprite/colors that are applicable, or (preferably) I need some way to change which data set is being loaded on the fly, such as the following mock-up: for temp1 = 0 to 3 temp2 = 20 + temp1 + temp1 data playerColors milCol, milCol, milCol, drkCol end temp3 = enemy0[temp1] temp4 = playerColors[temp3] asm .enemycolor lda #<(playerpointers+temp2) sta DF0LOW lda #(>(playerpointers+temp2)) & $0F sta DF0HI LDX #<temp4 STX DF0WRITE LDA #((>temp4) & $0f) | (((>temp4) / 2) & $70) STA DF0WRITE end next ... asm milCol .byte $D6 .byte $D6 .byte $D6 .byte $D6 .byte $D6 .byte $D6 .byte $D6 drkCol .byte $00 .byte $00 .byte $00 .byte $00 .byte $00 .byte $00 .byte $00 end So, two questions: 1. Is there any way to dynamically adjust the value being used for the player's pointer? 2. Is there any way to dynamically adjust which data set is being pointed to?
  16. I am messing around with a 7800 for the first time, which was handed over to me by a mechanic friend after he found it in a car he bought. It is partially functional but having some problems also. The console boots up 7800 games pretty reliably, but they are all in black and white. I have not been able to get any 2600 games to run. A couple of them for just a fraction of a second flashed their initial screens before disappearing. Are these common problems with common solutions? Are these related problems?
  17. Hey everyone. I wanted a way to know what values correspond to the various colors available on the A8. I hunted around for a while trying to find a program that showed them to me as I was pretty sure I had seen something before. Anyway, I didn't find what I wanted so I started writing something in BASIC. But as I started to code it in BASIC I realized it is actually less tedious in many ways to code it in Action! It's a simple program that adjusts the hue and luminance of the screen border based on user key entry in the form of increment or decrement. It's compiled with the Action! RTL, so it is ready to run on most any Atari 8-bit computer. No Action! cartridge required. I have ARCed the executable, along with my source code. Hopefully it's useful to someone else besides myself too. But it was fun to code in any event. SHWCOLOR.ARC
  18. So I've started creating my first Atari game and figured it wouldn't be too hard since I know some other programming languages...oh how wrong I was Anyway, my game isn't very much so far but I haven't been able to make much progress as a few issues (mostly graphical) have been tripping me up. The first issue is that I get errors whenever I try to add more than two sprites or when I try to add color to my existing sprites, and missiles only seem to fire occasionally when pressing the spacebar and when they actually do fire, I can't seem to make it look like they are coming out of player0's gun. I obviously don't expect anyone to troubleshoot my code, but does anyone have any ideas as to what the issues may be? Thanks for the help! prototype.bas prototype.bas.bin
  19. Looking for the following cartridges to add to my collection: Androne Demon Attack Don Pan Dragonfire Math Tutor Mindroll (Coco 3 Version) Rampage Shanghai Thanks
  20. Already having discussed the problem we have (http://www.atariage....2/#entry2659435) when trying to use the raw video output, straight RGB values coming from a NTSC A7800, in a palette for emulators which lack proper NTSC video emulation (especially YUV/YIQ support), what will be accomplished here is taking YUV/YIQ achieved colors turn them 'vibrant' and make hard RGB values from them. In that same thread here... http://www.atariage....2/#entry2659624... you'll notice that true NTSC/YIQ/YUV simulation created multiple shade for each color value. So we will take some of the greater values and make a VIBRANT palette from it. The palette will be bright and brilliant respecting red against green, and blue will be stronger relative to the RAW palette or even a default derived YUV palette. Again this is to simulate the colors many NTSC users likely saw from their analog CRT TV's favoring more vibrance. This end result being limited with just an RGB palette and no further video controls working off the RAW palette from the previously linked thread. MESS is closer to ideal: http://www.atariage....2/#entry2660238 but I know many like using ProSystem and wanted to provide this for the community. Here is the NTSC_A7800_YUV_VIBRANT palette and color chart: NTSC_A7800_YUV_VIBRANT.zip
  21. I just ran into a couple of these on Ebay. I thought the logo looked strikingly similar to the old 8-bit, brown carts -- at least in style and color. The monitor case itself seems a better fit for an XL, but I'm sure it'd look nice next to a 400 or 800 as well. Is anybody using one of these with their 8-bit setup? These are monochrome; I guess the 122 is amber and the 123 is green. They also make some color monitors, like the 135. I just started looking into them; I'm interested to see what other models were available that might be a good match for Atari systems too.
  22. When assembling, there are several different screen enhancements that could use to make the experience more enjoyable. One way is to change the background and foreground colors. This is the shot from the previous installment: By pressing a certain key (or key combo) on the keyboard, it will bring up a screen saying what color you want to use. That screen might look something like this: As indicated on the screen, press 0-9 or A-F to choose the appropriate color. When you press one of these buttons, the color beside the "current" heading changes to the selected color. For example, if you press "3," while in the palette shown above, you will choose purple. You can also toggle between foreground/background color choice by pressing the "/" key. To change palettes, press up/down. There are seven different palettes, plus one palette you can customize. The chart below shows the seven fixed palettes: Each row is one palette, and each palette has a different theme. They are based on palettes from older gaming and computer systems. Palette 0 - Apple ][ Palette 1 - Commodore 64 Palette 2 - Mattel Aquarius Palette 3 - Commodore VIC-20 Palette 4 - MSX Palette 5 - CGA Palette 6 - ZX Spectrum Palette 7 can be defined using your own colors. Each color in every palette is stored as a 24-bit RGB value. I will get to palette 7 editing in another post. Using the Apple ][ palette, let's say you decide to change the background to dark blue and the foreground to aquamarine. This is the result: If you don't want to change the colors, hit the ESC key. This causes any changes to be cancelled, leaving the background/foreground colors as they are. ----------------------------------------------------------------------------------------------- Another thing you could do is have some picture to look at while programming. To change the background to a picture, press a certain key combination. Pictures can be uploaded from flash drives. If you have a flash drive installed, it will list all the picture files on it. The screen would look like this: Press the appropriate button (0-9 or A-Z, depending on the number of pictures) to choose the picture. If there are too many picture files to fit on one page, press left or right to move to another page. For example, let's say you want to use the following image. It's the back of an old McCormick food coloring box from 1975. This picture was taken from Etsy: When pictures are loaded into memory, they are stored as 24-bit RGB values for simplicity of decoding. The picture is also scaled to a size of 480*360 so it can fit on the screen. The picture replaces the background color. Here's how the screenshot at the top of the page would look with this picture as the background: You can change the picture by going back to the picture menu. Plus, you can choose to go back to a solid color background by going to the background color change menu. The foreground color change menu works the same. ----------------------------------------------------------------------------------------------- In addition to pictures, you could also use a video for the background. The video loops forever. Like with pictures, you could upload videos from a flash drive. They can be in any format, but each frame is converted to 24-bit RGB format before being displayed. Frames are buffered. You could also choose to play two or more videos in a continuous loop. After one video ends, the next one starts. After the last video, it wraps back to the first one and the cycle repeats forever. Next, I'll mention code-as-you-go, one of the most important aspects of this type of computer.
  23. Hey guys, yesterday I opened up my atari 2600 4 switch because the picture on the screen hasn't been the best lately. Sometimes it has good picture and sometimes it doesn't :I Anyways, I opened it up and found that the rca cable that leads into the system has a small cut at the very end. This is most likely the picture problem. I tried to pull it off and switch the chord, but I couldn't! It was stuck! I applied some force to it, but nothing. I don't want to put TOO MUCH force, because I don't want to break the thing. Is anyone else's Atari 2600 stuck like this as well? I believe this is the original cable.
  24. I know that color variance has been discussed here, but I'm curious how you folks tend to handle it. I'm trying to figure out how best to plan to test to make sure my colors work at least reasonably well on any system. When I run my game with my Harmony cart on my real atari, I get significantly different colors on my TV than stella shows. If I flip to stella's z26 color mode, it's a bit closer to what I see. Without having quite a few TVs and Ataris to play with, what can I expect across the board for how my game will look on different systems? (and I'm willing to exclude garbage old TVs that can't produce reasonably "correct" color) Is my game going to look like Stella's default color scheme on some systems, and the z26 on others, and something in-between elsewhere? Or is it going to be fairly consistent across TVs? Thanks!
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