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  1. Recently I was working a bit on POKEY emulator working in a browser (this is a part of bigger project - atari emulator in a browser, I'll create separate topic about that soon) and I want to share results with you: https://github.com/mrk-its/web-pokey Please take a look on live examples https://github.com/mrk-its/web-pokey#live-examples and let me know what do you think about that. For example this https://mrk.sed.pl/web-pokey/examples/pokey-regs/ demo allows you to provide values of POKEY registers, please let me know if you find significant differences between real atari / Altirra and generated sound (you can copy & paste link with register values here). Other example is SAP type R player: https://mrk.sed.pl/web-pokey/examples/sap-player/#https://atarionline.pl/forum/?PostBackAction=Download&AttachmentID=16744 Let me know what do you think about, thanks!
  2. Pokeymax v3 is now available for pre-order. Features: Quad Pokey Dual SID Dual PSG Four channel Covox, with Paula style DMA GTIA audio digital pass though SIO audio mixing PBI audio mixing May be updated/configured via software on Atari Larger 10M16 FPGA, leaving adequate resources for future enhancements Spare 5V safe IO for future enhancements For the pre-orders Retronics are offering a special promotional price of 99USD. Note that version 2 will remain available for the simpler mono/stereo Pokey/Covox options. --- Ordering info from @Duddie --- Additional features confirmed: SPDIF digital output (TTL level, excludes SIO in/PBI in) PS2 keyboard input
  3. Hey guys, I was looking at this page again a moment ago, such a great reference as I am learning the insides of the Atari 8-bit. https://www.atariarchives.org/mapping/memorymap.php#53760 I noticed something that only now caught my attention: And was wondering, how realistic would it be to use that whole location of memory for extra POKEY chips? I already know of the typical STEREO upgrade, which makes the chip offset by $0010 in memory to be usable, and that's nice, it's really not a very complicated implementation for sure. I think you see where I am going with this. That makes the entire location from $D220 to $D2FF still available for the user, right? Now, I am aware I may be entirely wrong about this assumption, but let's just say this could indeed work, would that mean, in theory, up to 16 chips in total could work in parallel? That definitely sounds way too good to be true, but I was curious about what you guys thought about this. Because honestly, I speak only for myself, having 64 audio channels in total would be absolutely awesome for sure Even much less than that would be cool to have. I think of the QUAD-POKEY used Arcade machines, for example. Imagining such an upgrade could be done physically, and the programs running are all set to work with this setup, would this, in theory, actually work at all? Thanks for passing by, I am mostly rambling out loud for now, hahaha
  4. Hi. It's time to create a new topic where I will be posting my Atari Pokey tunes. At the moment I use RMT and a new tracker called SFX. I compose using AKAI MPK249 Midi keyboard and different Ipad apps connected via Bluetooth+Midi. I hope you will like them. Feel free to contact me if you need music for your game. I will be more than happy to help you.
  5. Hello guys I'm gonna put this info here, because I keep looking for it and can almost never find it. BTW It's not mine, I did not write it, edit it, etc. The information was found here and here where you will also find the source code and a windows file. The picture below is of the windows software. I'm not sure if (this version of) TMC2 will support quad pokey. TMC2.zip TMC2.atr
  6. 7800 Pokey Engine Welcome to the 7800 pokey engine for music and sound effects playback on the Atari 7800 Console. This engine was initially developed (based on the disassembly and reverse engineering of Ms. Pac-man by Atari) by Perry Thuente (tep392) and Bob DeCrescenzo (pacmanplus) for the purpose of providing pokey sound playback for the Pac-man Collection. The engine has since been enhanced and is now also being used for other homebrew titles such as Millie & Molly 7800 (Matthew Smith), Popeye (Darryl Guenther) and Danger Zone (Lewis Hill) thanks to the awesome music abilities of Bobby Clark. The 7800 pokey engine has been kindly open-sourced by the contributors and is freely available to the AtariAge community for use within any project. The source is currently maintained by Matthew Smith (mksmith) and is available to download from Github. Contributors The following people have contributed to developing the pokey engine: Perry Thuente @tep392 Bob DeCrescenzo @PacManPlus Bobby Clark @Synthpopalooza Mike Saarna @RevEng Matthew Smith @mksmith Paul Lay @playsoft Additional Testing The following people have contributed to testing the pokey engine: Robert Tuccitto @Trebor Titles using the pokey engine The following titles are using variants of the pokey engine: Pac-man Collection Millie & Molly 7800 and Arkanoid Popeye Danger Zone Music development Bobby Clark is the first and foremost expert in developing music and sound effects using this engine and has produced some outstanding compositions. I'm sure he would be happy to help you if you ask! Compiling for the Concerto Beta When compiling builds for use on the Concerto beta there are a couple of things you need to be aware of: Enable the SKIPINITFORCONCERTO flag in pokeysound.asm 144k ROM is the best supported ROM size and should work without additional change 128K+RAM ROM will work but the ROM header will need to be manually changed to remove the pokey @ $450 flag 128K ROM does not produce any pokey sound These notes will be updated as batari makes enhancements and changes to the Concerto firmware. Changelog v1.03 (18 Feb 2021) v1.03 - re-implemented CHANNLSKCTLS lookup (mksmith) v1.02 - renamed SKIPCHECKFORPOKEY to SKIPINITFORCONCERTO and verified changes work (mksmith, trebor) v1.01 - updated SKIPCHECKFORPOKEY process to better handle $450 detection (playsoft) v1.00 - open sourced to Github (mksmith) v0.11 - added queue scheduling (playsoft) and SKIPCHECKFORPOKEY flag Concerto issue). Added RESETPOLYON and CHANNLRESETON table flags (mksmith) v0.10 - removed number of channels (not required) and added a tune-by-tune reset table (mksmith) v0.9 - removed SKCTL set and added ability to set number of channels to activate (mksmith) v0.8 - added MUTEMASKRESTFLG const so rest value can be customised (mksmith) v0.7 - re-implemented MUTEMASK change (reveng) v0.6 - fix 16-bit mode, SKCTL, or any mode requiring one channel be silenced and stops popping noises (sythnpopalooza) v0.5 - 7800basic Pause Support (mksmith) v0.4 - 7800basic PAL Support (mksmith) [suggestion on how to implement by reveng] v0.3 - Reset poly support (sythnpopalooza) v0.2 - Added PLAYPOKEYSFX enhancements, STOPPOKEYSFX (mksmith) v0.1 - Initial version provided by pacmanplus and sythnpopalooza Using the pokey engine in 7800basic The engine itself is reasonably straight forward to integrate into 7800basic and there is a detailed example for how to properly setup and configure your game to use it. Saying that it can be tricky at the beginning as you will need to determine the required features to be activated and also configure and locate the music itself potentially across various banks. The basic process is as follows: copy file pokeysound.asm into the base root folder of your game. 7800basic will automagically replace the base file in 7800basic during compilation. inline pokeyconfig.asm into your game source (this should be the end of the last shared bank so it can be accessed at all times) inline your musicxxx.asm file(s) into your game source. There can be one of more of these spread across multiple banks depending on how you game is structured but in reality as with bank sharing the tune data MUST be available to be currently active bank. Other changes to your source The following changes are required to be made to your 7800basic source: 1. Insert the following vars: dim POKEYADR = $450 ;$450 (modern homebrew) or $4000 dim TUNEAREA = $2200 ;range $2200-$2246 (46 bytes) dim SOUNDZP = y.z ;all pointers must be located in zeropage Note: The TUNEAREA location or SOUNDZP vars can be changed to suit your requirements. 2. Include the following to service the player each frame (this should be in the last shared bank so it can be accessed at all times): topscreenroutine rem call the pokey servicing routine asm jsr SERVICEPOKEYSFX end return Examples example1.78b - basic implementation showing how to integrate the 7800 pokey engine into 7800basic including adding pokeyconfig and music data assembly files via the inline feature, calling and playing multiple different tunes and sound effects. Additional notes tunes can be moved into RAM and played from there if required (example coming soon) an release for assembly users will be added soon Need some help? Contact Matthew Smith (mksmith) if need any assistance implementing this engine into your game.
  7. I've tried to get a sort of PWM sound in a tracker. And I don't mean an accidental effect, but something more or less stable and predictable. The idea is a development of Raster's idea from his 'Delta' cover and 'C64 synth' instrument. Here is a mediocre example, but I hope you can hear and see what is going on the first channel. XEX included as well. KORTO.xex
  8. So I pulled my 800XL and gear from storage. It'll boot up to READY prompt, play a cartridge game, and pass all self tests. However, I'm unable to use any of my peripherals (2x 810 drives - one Happy, 1010 recorder, and 1025 printer). Any help isolating the problem is greatly appreciated. Here's what I've tried so far... - CSAVE: No apparent issues trying to save "hello world" program to cassette. Beeps and starts spinning while recording. Back to READY prompt and recorder stops when done. - CLOAD: Error 138. Apparently didn't record. RETURN key properly starts recorder playing but no noises. - LIST/LOAD D1 & D2: Error 130. Nothing. Neither drive will spin when turning computer on. OPTION-on goes straight to test screen. Drive switches are set to 1 & 2, and have tried swapping them, plus each individually as D1. Note: Drives will power up with momentary busy light when computer is off. - LIST "P:": Error 138. Nothing. Printer head resets position when turning on computer. I've tried all peripherals daisy chained and individually, swapping out the IO cables with same results. I removed all socket chips from the motherboard, cleaned everything and no difference. Need a new POKEY chip? Anything else it could be? Thanks for the help guys!
  9. Hi Guys! Does anyone know where I can buy a Harmony-like or Everdrive-like SD Cartridge for the Atari 7800 with a Pokey chip or who can make one if I sent them a Pokey chip? Thanks! My email is [email protected]
  10. Hey, I've released a new music album that contains 11 tracks written between 2010-2015 for Atari pokey sound chip (found in 8-bit Atari computers) with Raster Music Tracker. I thought this might interest a few folks here. Check it out: https://warlord.bandcamp.com/album/pokey-nights
  11. Recently I have been "collecting" all the different ways to generate pulse, sawtooth and triangle waves with the pokey chip, and while doing that, I thought of a new way to approximate a sawtooth wave. Well, I think it's a new way because I did not read about it somewhere else, but I'm not sure. It works like this: play frequency divider F on channel a, distortion 10 play frequency divider F/2 on channel b, distortion 10, half volume F/2 must be an integer, so F&1 == 0 (i.e. only even numbers for F) AUDFx are loaded with F-1 and (F/2)-1 after setting AUDFx's, restart the polycounters by writing to STIMER This results is one channel playing exactly double the frequency of the other and both are almost exactly in-phase. The result is as follows: a: 001100110011 b: 010101010101 r: 012301230123 To the ear, this sounds a lot like a sawtooth wave. Basically, both waves add up if they're in sync. There is no decrease in volume as is the case with interfering 1.79MHz based waves resulting in a sawtooth.
  12. I'm unable to find the answers to these two items, probably due to some failure on my part. I've found mention of these mods, or occasionally a link to a dead external site, but I haven't found the step-by-step handholding that I need to get them done. I've recently composite modded my 7800. I notice that the Pokey audio level is significantly lower than non-Pokey. I'm pulling Pokey from the top pin of C10, next to the channel select switch, and it's wired it directly to my audio output jacks. What do I need to do to fix my audio level issues? I also have a 7800 that is not compatible with Supercharger (it seems to go into a reset loop). I've heard mention of a simple mod to fix this, but could not find it. How is this done, and could I get a link to it? Are there any down sides to this modification?
  13. Both with and without GUI available here in 32 and 64-bit flavors: http://messui.the-chronicles.org/ Necessary BIOS files - leaved zipped - do not unzip - and create a ROMS folder in the root MESS folder (I.E. C:\MESS\ROMS): NTSC: a7800.zip PAL: a7800p.zip For those interested in utilizing all the fancy HLSL video options you need these files: hlsl.zip The hlsl.zip file you need to unzip and place the folder in the MESS root folder (I.E. C:\MESS\HLSL) Here are some additional support folders - to be handled similarly to the HLSL folder: Artwork (Provides additional screen/monitor effects and overlays): artwork.zip [C:\MESS\ARTWORK] Controller Mappings (X-Arcade, HotRodSE, etc.): ctrlr.zip [C:\MESS\CTRL] Emulator Documents (Command line options, explanation of settings, etc.): docs.zip [C:\MESS\DOCS] Donkey Kong XM and Bentley Bear - Crystal Quest are now playable with full POKEY support. Of course Commando, Ballblazer, Beef Drop, Froggie, Pac-Man Collection XM/POKEY edition still work beautifully as well. Any game images you have can be zipped or unzipped, but must have a header (*.a78 files) and placed in a folder called software (I.E. C:\MESS\SOFTWARE). Of course, you may place you game images anywhere, but need to configure MESS accordingly.
  14. I have an Atari 800 that I'm using for parts because it has no sound and acted as though the space bar was always pressed down. I needed a POKEY for my Cuttle Cart 2, so I harvested the one from the 800. The CC2 wouldn't work after I installed the POKEY but worked fine after I removed it. I went to Wikipedia and read that the POKEY is also responsible for scanning the keyboard. Is it possible that the bad POKEY was causing the space bar issue? I read elsewhere that many 800s had bad space bars because Defender players used it so ofter for hyperspace. Thanks for any advice.
  15. Hi everyone, I just want to share some tunes I made using 15 kHz clocked Pokey in basic version of Raster Music Tracker (1.28). I believe they sound a bit different than tunes made with a regular clock (64 kHz). So check please if you wish and enjoy! I think they sound best when listened to on a real hardware, therefore I made recordings also and put on my bandcamp profile. So if someone doesn't use a real piece of hardware, please follow the links: http://makarybrauner.bandcamp.com/track/echoes http://makarybrauner.bandcamp.com/track/step-it-up EchoesMB.xex StepItUpMB.xex
  16. Hi all, I've been browsing the Atariage forums for a long time now and with help from a lot of great posts I've modded and resurrected quite a few Atari systems. Thank you, to all of the knowledgeable and friendly people who post here. I finally came up against some issues that I haven't been able to sort out by searching the forums. I'll start out by telling everybody about the system I have. It is a 4 port 5200, (the non VCS adapter compatible one). I bought it untested from ebay with 3 games and 4 controllers, but no power supply or switchbox. I bought an original 4 port power supply and did the power mod to eliminate the need for the all in one switchbox, (thank you Mitch and CPUWIZ). I am using the original soldered on RF cable to connect the 5200 to my TV, (I'll likely do the video mod after I sort out the issues I'm having). I've cleaned up 2 of the controllers and the buttons are working good. The joysticks were too, but that's changed. Anyhow after I completed the power mod and hooked the 5200 to my TV it looked and sounded great, no problems with any of the games I tried. However some of the controller inputs weren't reading, but the system seemed to be working great otherwise. After a while thought a new problem started. The system would not turn off with the power button and I started getting graphical errors with lockups. The power is on as soon as I plug it in, without even pressing the power button. After reading a few posts here it seemed that I my power problem and graphics troubles were likely due to a bad 4013 flip flop. I bought a pack of 25 and have tried about half of them - no change, the problems remain. As a matter of fact even without a 4013 socketed the 5200 powers on as soon as I plug it in and will on turn off. I also still get graphical corruption and lockups after a short time too. Aside from changing out the 4013 I've also tested the power switch for continuity. It has continuity when the button is pushed and none when it isn't, so the button isn't the problem. This has me really stumped, any suggestions would be greatly appreciated. On to problem 2 - the controller input issue. As mentioned I've cleaned and got working 2 of the controllers. So after some searching of the posts it seemed likely that my problem was due to faulty CD4052 ICs. I bought a pack of 25 and replaced the 5 that are on the board. Success! All of the buttons now work as they should. However I am having trouble with the joysticks. The joysticks worked fine initially, before I changed the CD4052s, but started to give me trouble before I did the swap and it didn't go away with the swap. As soon as I start any game it acts like the joystick is being pushed all the way down and to the right. This happens even if the joystick is centered and does not change even if I move the stick all the way up and to the left, or any other direction for that matter. It's the same with both controllers and the same with both ports 1 and 2, I have not tried ports 3 or 4. More reading on the forums is leading me to suspect I've got a fault Pokey chip. The Pokey looks slightly discolored around the edges. I don't have another to swap out, yet, but that is what I plan on trying next. I've also cleaned the pins in all 4 or the ports. Again any suggestions would be greatly appreciated. I do own a multi-meter and a decent soldering iron, (which I am pretty good at using). I also got really lucky with the board revision in my 5200, every IC on the board is socketed, so no de-soldering required to swap out chips. This is the first 5200 I've owned and I've got a lot of great games that I want to start playing. I know some of you guys have seen it all with these systems, so I'm hopeful that I'll be able to sort it out with your help. Thanks in advance.
  17. Hi All, Seriously, I have no idea what is happening here. I am working on a TURBO BASIC program that will let the user exercise their (relative) ear. It is planned to test intervals melodic and harmonic and probably a few other things. To come as close as possible to the wanted frequency (I have really a sensitive and precise ear) I use 16-bit pokey registers in stead of 8bit. Downside is that I only can play 2 tones together, but ok... Perhaps I might decide later to go to the 8bit 4# voice capabilities of pokey. Earlier today I found that DSOUND 0,4020,10,10 would produce a perfect 220Hz A and and DSOUND 0,2008,10,10 would produce a perfect 440Hz A. I was very happy with the results, I saved my program to disk and that was that. Now I fired up the Atari with Turbo Basic and I was playing again with the DSOUND command and I was not as satisfied as I was earlier today. I was like: hmm it is not right. So I started playing again with it and I found different values. After checking: DSOUND 0,4028,10,10 gives the perfect 220Hz A DSOUND 0,2017,10,10 gives the perfect 440Hz A DSOUND 0,1001,10,10 gives the perfect 880Hz A Ok it is not really a big difference, but still, I was not as close as I would have thought. So my 2 questions are: How stable is this anyway? Can I assume that pokey in 16bit modus produces a steady frequency or does it fluctuate (when colder/warmer) or is it a different part on the PCB that might have influence on the frequency? (Like the audio-out circuit)? I am using the speaker of my television set, so it is not directly what comes out of pokey. In the Turbo Basic Manual by Wil Braakman I read a formula: "de berekende frequentie in HERZ nu 1789790 / (2*freq+14) bedraagt. De frequentie bedraagt dan 16 bit (0 . . . . 65535)" (Braakman, 1988, p. 3-36). This means that the 16bit pokey value for 440Hz would be: 1789790 / (2*440+14) is approx. 2002 which is closer to my earlier find of 2008, and than my newer find of 2017. It seems that either this formula is wrong, or my ears/tuner-app. My personal findings using ear and tuner-app come way more close to 220Hz, 440Hz and 880hz than this formula. Is there a better formula somewhere? Or is there something else wrong? Or do I ask too much of a formula anyway? I am really interested in this stuff, I hope someone can help. Marius -- Braakman, W. (1988). TURBO BASIC XL 1.5 MANUAL. 's-Hertogenbosch, Netherlands: Stichting Atari Gebruikers.
  18. I recently picked up a 5200 4-port. It's missing several case screws. Can anyone confirm the correct screws used for the case? I think the screws that came with this 5200 are type b #6-20 3/4 sheet metal screws. Is that what it should be or perhaps these were used to replace the original screws that were of a different type? Here's what was in my 5200: It didn't have a power supply, but I found one elsewhere. It's an 11.5v version. I tested it with a multimeter and it's outputting 14.5 volts. From what I've found the voltage regulators in both the case and the switchbox should be capable of handling over 30 volts. Do I have any reason to worry about using the power supply? 3 volts over seems like a big difference, is that typical or should I start looking for another power supply? The traces (or is it the soldermask) on the back side of the board on is wrinkly (see the POKEY to C104 wire image below). Is that normal or is it a sign of something I need to be worried about? It looks like the VCS adapter compatibility mod was applied to this board, but I also see a capacitor between pins 1 and 17 on the POKEY and a wire on the underside between pin 1 of the POKEY and C104. Is this a known mod? Any idea what it's for? Trying to smooth out power to the POKEY perhaps? In the middle of the rat's nest that is the VCS mod, I see a resistor and a capacitor (?) wired in parallel from between the two resistors connecting R11 and C10 as part of the VCS mod. There's also a diode wired to either side of R10. Any idea what they're for? The parts side of the pcb, marked CA018087, has no revision. The solder side, marked C018085 is rev 7. I will probably apply the mod to separate the power from the RF. I was also thinking about doing the mod for composite and/or s-video, but doing that would make the VCS mod pointless, right? If I did the composite/s-video mod I could pull the VCS mod out. If I did that would I need to reconnect pin 24 on the cartridge slot to ground? Thanks for any help/information you can provide. I hope to get this 5200 up and running soon.
  19. Title pretty much says it all. I need a POKEY for a 5200 but have no soldering skills. Ballblazer is cheaper than Commando, so I thought I'd go that route. Thanks!
  20. Greetings, I've just been trying to load this program on my 800XL from a disk image available here: http://jaskier.atari8.info/# - It's TMC2.atr It loads for a minute and then displays a DOS-looking prompt. I'm new to Atari 8-bit comps, so I don't know what the problem is. I thought with these machines the prog would load automatically when the machine powers on. Does the same in an emulator, and I have a disk full of games that loads just fine. The amount of time I've spent on this is starting to get ridiculous, so I'm hoping someone can just tell me in 5 seconds what it is I need to do Thanks!
  21. Here's the release of v1.0 of Pokey Explorer! Pokey Explorer is a tool to explore all possible register combinations of the Atari 8-bit Pokey chip. Here's the source, and some kind of manual This originated in this thread, where you can see how it came to be, and why There are two binaries. One for PAL and one for NTSC, because the sweep timing is different (edit: and the tuning notes are different!) Have fun and explore Please report any bugs you find. pokeyexp-v1.0-ntsc.xex pokeyexp-v1.0-pal.xex
  22. 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.
  23. The loud "SQUAWK" made by the Asm-Ed cartridge, and Cntl-2, and some other software has always been very irritating to me. Does anyone know how to calm it down (short of muting the sound on the speaker)? Thanks, Larry
  24. https://www.youtube.com/watch?v=C-mntFO3gPg This was fun to do.
  25. How many mods has someone actually squeezed into a 600XL? I love the small size, but realistically I know there is limited real estate inside. It would be great to have everything: U1MB, VBXE, stereo pokey board, u-switch, TK-II or AKI, Rapidus, and I'd have to do the 64k and a/v mods. Is it doable or do I need to play it safe with a larger model?
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