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Found 40 results

  1. Hi everybody, Talking to a homebrewer here at AtariAge the topic of large ROMs (128KB+) came up. One part of the bankswitching schemes which always put me off is the amount of memory used by routing overhead and the hotspots. Yes, I know that in the great scheme of things that may end up being negligible, but the whole point of using bankswiting is to have more memory available and large ROMs require a larger number of hotspots So I was thinking if a trade off with RAM could be acceptable, why not have a hotspot in RAM and bankswitch according to the value saved in that hotspot. The idea is that a write to that specific address would trigger the bankswitch. A read to that address would not do anything as the bank is already selected. Using a full byte in RAM, the cart could have 1GB of ROM available (256 * 4096). Coding would be as simple as loading the accumulator with the desired bank number and storing it into the hotspot address in RAM. With one additional RAM byte, the BS routine could route a call to 256 distinct subroutines in the new bank (see diagram below). And a relatively simple one-size-fits-all solution could be created by using another RAM byte and a single dispatch sub-routine: Does anything like this exist already? Would it make sense to use it for very large ROMs?
  2. Zimmers has the 1581 Update-5 and -6 ROMs by TFSS with a little information but not complete. Specifically, Update-5 says: The is pretty self-descriptive but is there an accompanying documentation showing how to perform the installations of the additional hardware? What about this parallel transfer routine in Bard's Tale III? On a side note, Zimmers has what looks like the source code for the original 1581 ROM. I have mused upon the notion of an HD version or a dual-drive version of the 1581. Just because. Could be fun but not sure I want another "fun" project on my desk right now.
  3. Hi, I have written a utility to dump the ROM from a Happy 1050, Lazer, or similarly modded disk drive to an Atari DOS file. The sources are at https://github.com/e474/DUMP1050/ if anyone wants to play around with them (I am a beginner with git, and haven't written any 6502 code for a long time). The program is based on source code from the Happy Programming series in the German Atari Magazin, 1987, issues 1 - 5. I'll be adding the translated articles and source files from the magazine in the near future. Hope this is of interest to anyone interested in programming Happy, Lazer or similar drives - any feedback would be appreciated. Thanks to Nezgar for testing an earlier version! dump1050.atr
  4. I'm not sure if anyone can help me with this, but ! Here goes ! I recently found a good emulator for the NEC PC6001. I need it to complete a video for my youtube channel but I'm having difficulties getting it to run a .cas image for pac-man that I found on Archives.org. I have't been able to find an alternate image of this game anywhere online. I do know it exists because of this. http://p6ers.net/hashi/emupacman.html I've tried to make it work in Mess & with PC6001VW Emulator to no avail. Anyone know where I can get an alternate rom image to work with this emulator. Because so far I'm turning up nothing in my searches. Attached are the clips I currently have.
  5. Hello all, I'm returning to MAME after a longtime away and I'm having issues straight away. I know it's not MAME, it's clearly me, so I'd appreciate any help I can get in getting this up and running. If I select a highlighted title from a working machine I get the message. "The Selected Machine is missing or more required ROM or CHD images. Please Select a different machine." No matter which game I pick. I can't see any option to fix this and I'm looking to get some Neo-Geo titles up and running. Can anyone possibly give me some pointers? Thank you,
  6. I find binaries for the v1.00 Geneve ROM, and genmod variant. But do we have the source code for it? I'm surprised that isn't part of the source distribution for MDOS... I'd love to see what's actually in there. Gain some understanding... Or maybe it inside one of those .ark files? [email protected]
  7. Dear AtariAge forum Recently I found out interesting 3DO stuff. - In some Japanese 3DO FZ-1 theres is a single SOP44 ROM chip which does contain BIOS and Kanji fonts on the same package. The second ROM slot on the board is left blank. - SOP44 3DO ROM chips can be read as if they were 29LV160 chips (eg. AM29LV160**, MBM29LV**, MX29LV160**, ES29LV160**, HY29LV160**, the asterices being any letter) - BIOSes can be written on to AM29LV160DB and AM29LV160BB. Probably on the rest of the afore mentioned chips too. - The RSA check can be removed from the BIOS by changing the two occurrences of 000313A0000111A0 into 000313A0000011A0. It is important to leave the 000213A0000111A0 as it is. - Without RSA check all arcade games and unlicensed games will run on home console 3DOs - M2 games did not run on such systems yet and probably won't Member Tajigamer was a invaluable help during these explorations! Keep on preserving stuff, kind community! Ben
  8. A good assembler has ROM section headings. These are a way to cleanly divide the source code into settings, so you can definitely figure out at which address each section starts. Think of an assembler as if were like Microsoft Word. Section headings could appear as solid-colored bars with text on them. The user should have control over what color to make the bar. They also might have control over the font. For example, your main program header might look like this (note that all images are simulated): Notice I used the Roco font. Anyone familiar with Sonic The Hedgehog 2 will recognize this, but it's the actual font, not the Sonic 2-rendered one. Every computer program needs a vertical blank (or "V-Blank") routine. Its header might look like: One common thing to have in any program are math routines. So, you might include a section like this: For a hardware/software implementation, fonts could use a bitmap. Up to 96 different character glyphs can be stored. In addition, the numbers could be made a little bit bigger if the user chose to. Each character's bitmap can be stored using 1, 2, or 4 bits per pixel. For each character, the size needs to be specified, as well as where its glyph data can be found. For file storage, section headers could use this format (each pair of letters represents a byte): hh ff rr gg bb ll tt tt ... hh = Token for a section header (a fixed value). ff = Flags. If bit 7 is set, restart the numbering at 1. If bit 6 set, toggle whether the number is shown for this and later sections. rr gg bb = Section header color, a 24-bit RGB value. ll = Length of text. tt = The text shown. It doesn't include "Section #". It's in ASCII. Let's say that the section header token is $00, and I'll use the vertical blank section header as an example. The byte stream in the source file would look like this: 00 C0 00 60 20 0F 56 42 4C 41 4E 4B 20 52 4F 55 54 49 4E 45 53 The 00 signals the start of the section header. C0 means to make this section #1, and turn on section numbering (by default, it's off). 00 60 20 is the RGB value. It produces a dark green color. The 0F determines how many characters there will be in the section's name. The rest is the text, in ASCII. The text says "VBLANK ROUTINES". Section headers are not taken into account when compiling a ROM. They are there to cleanly divide source code. When the file is opened, the number of headers is counted, and section numbers are assigned accordingly.
  9. walker7

    Section Header 0

    From the album: The Best Assembly Computer

    This is what the section header for the main program would look like. Note that it doesn't have a section number.
  10. For quite a while now, I have been looking for a ROM of the ATASCII Animation program that was for the Atari 800, "Atari Toons". I used every search engine I know of, trying to find a ROM of it, and I have also been to a ton of ROM sites as well, but I can't seem to get ahold of one. I also can't find any physical copies of it on eBay or Amazon. Can someone help me out?
  11. sh3-rg

    AC 2013

    The meeting that used to be known as Jaguar Connexion, AC, was held in Congis, France last weekend. The event was great as usual and it's always fun to meet up in person with friends you maybe only get to see once every few years (hi GGN!). Reboot, U-235, CVSD, SCPCD Corp, Groovybee and many others were there tinkering away with their vintage hardware and one or two more modern devices Here's a video I took of the various machines, games and presentations from the event... ...and also a 2Mb Jaguar slideshow ROM of 640x480 photos (some mine, some borrowed form the links in the thread on Yaro): Was also nice to personally place the Jagware Collection copies in the hands of some of the other contributors to the project. \o/ The theme for the speed coding competition was to make a retro/8-bit Baroudeur style game with multiple screens, collects, against the clock and with multiple endings and simple static screen gameplay. Linkovitch made a nice start on a game "Gaztee's Quest For The Golden Cucumber", Matmook's offering was an interesting and graphically pleasing platform adventure, CJ even produced a quick game while sat on the other side of the planet almost 12 hours out of sync with the rest of us, the first level having a cool scrolling dungeon that was only visible around the player (using a rmw object for lighting) - I think thi scould well form the basis for a decent little Jaguar game with a little thought and care. GGN and Ukko worked on a great little game for the Falcon that had the dungeon revealing as the player discovered more of the map, it also had an interesting Typing Of The Dead inspired monster chase level! Away from the stuff going on around me, other platforms such as the Intellivision (Groovybee), Wonder Swan Colour, Lynx (great stuff from Fadest!), Game Boy Advance and Colecovision saw entries. The results of the competition seemed a little surprising to some, including myself, but the point of the compo is never to "win" but to spend 24 hours or so arsing around making rubbish games you'll never finish Personally, for future AC events I'm definitely going to take a step away from the compo stuff and try to explore the event more, chat to my friends there a lot more, play more of the old machines and eat more pizza/baguettes/croissants 'cause I can stay at home and stick my head in my laptop producing utter garbage for a day without all the travelling either side EDIT: D'oh! Forgot to mention, I demoed a few new Reboot games such as Full Circle: Rocketeer (late Beta version), a couple of complete mini games that will round out some re-release projects later in the year, some less complete mini games and also a few proof of concept type builds of various things we're worked on over the years. Lots of useful feedback there from those who saw and played. EDIT 2: Also worth mentioning, two Jagwares had their birthdays around the time of AC and received some nice gifts - see if you can spot who in the slideshow ROM...
  12. Hi, I'm working on a bankswitch card that supports multigames. I first made a normal 4k multicard using a 27C256 that holds 8 games, for testing purposes. Easy to make, and it worked fine... Because I have my own programmer, but not an UV eraser, I wanted to use a 29F010 EEprom that can be electrically erased. The pinout of this is (almost) the same as a 27C010. So I copied a few ROM's together and programmed the EEprom, but for some reason that didn't work on my Atari 2600. I used my programmer to read back the ROM file out of the chip, and tested it in Stella (32 in 1). That worked fine, so there doesn't seem to be anything wrong with programmed chip. Does anyone here have any experience using EEproms for DIY cartridges or mulitgame card, and what is the difference between using a EEprom and a normal Eprom (because the normal Eprom is working fine). Many thanks !!
  13. walker7

    Section Header 2

    From the album: The Best Assembly Computer

    Another example of a program's section header. This could be used for all the math routines used in the game (e.g. multiply, divide, random numbers).
  14. Hiya- years ago I tried unsuccessfully to burn some roms-to-Jaguar CDs to play on real hardware. I was using this program... Jaguar CD-Creator ... actually happy to see it had an update in 2009 (my attempts were before that). Since I'm getting back into the Jaguar again, I thought I'd give this another go. Also learned about Jiffi (I'd put a link to that too, but it looks like Reboot's site is 404'd at the moment). So my question is: Has anyone tried using this utility to make a Jaguar CD using either an old commercial rom or something like the more recent .rom files in the Pinned Atari ST conversion thread? I'm quickly getting way too confused over the technical differences between the different Jaguar rom formats, so I'm wondering if someone could set me straight on whether this is a possibility. A secondary questions is... can formats like .JAG .BIN and .J64 be converted to an .ABS file for use with Jiffi (for the purposes of creating a burnable .cdi Discjuggler file)? I have no idea is this is easy/hard/impossible, so thought I'd ask the community. If it makes any difference on the details of making working Jaguar CDs out of roms in my case, I do not have an Alpine, Skunkboard, or any kind of DEV system/modification but I DO have Protector SE, which I understand makes it possible to play unencrypted Jaguar CDs, and of course a working Jag/CD-unit. Thanks for reading. I've done some looking around on the forums and google, but couldn't find the answers I was looking for. Maybe someone here can point me in the right direction, and if you have any experience or insight in doing this kind of thing, thanks for the answer.
  15. BinaryStar

    Crossfire

    A fun little game for 1 or 2 players. Inspired by the tabletop game from the 70s. Download here : www.binarystarsoftware.com/?p=505
  16. Anybody have the rom for the ascii style CV homebrew "Cave", from FredtheFred in this thread: http://atariage.com/forums/topic/241836-cave-colecovison-homebrew/?p=3303716 The website he links to no longer exists. Can't find a rom on the internet after about an hour search. Kind of weird, his last twitter tweet from 2 years ago says "website is down but will be back up soon." Thanks
  17. Heroes & Shadows Website: https://heroesandshadowsgame.neocities.org Screenshot Story An alien Xolan has crash landed on your planet to warn you of the Mavok an evil race of creatures that want to enslave all. The creature isn't strong enough to fight them and needs your help. Help him become the strongest creature in the universe! Objectives To grow your pet to become the strongest. Controls Left Joystick Up/Down: Select Command Fire: Use the selected icon Right Joystick Atarivox for saving progress and voice speech (Optional) Builds Latest https://www.dropbox.com/s/auqkkwoecu6bvn9/has.bin?dl=1
  18. I know I'm gonna get some hate posts but I wonder when the full, finished version of Tempest for the 5200 be out as a rom (or other 5200 codec) for all of us to use on our AtariMax SD carts??? Those of us who DID buy the physical cartridge (including myself) would be SO stoked to have the finished version on their AtariMax SD carts too!!! I hope Keithen will allow it considering the tremendous success of the cart release. Also, I wish all of the Mean Hamster Software and First Star Software games (like Flip And Flop, Combat 2: Advanced, Adventure II, and Haunted House II 3D among them), which were available only as limited carts, be available for all of us who didn't (or couldn't) get the carts of those. Also, some few years back I bought the so-called Space Invaders "Arcade Version" (an obvious hack) on eBay and wondered if it will be available as a binary as well. With the most recent release/leak of Venture as a rom (and I DO have that on my AtariMax SD cart too) why not???
  19. I have a pre-release/prototype Bedlam cartridge that I'd like to rip/dump. If someone has an MVBD ROM downloader and would like to sell it - or lease it to me (use it, send it back) please let me know. Thanks
  20. waterMELONE

    Welcome

    To welcome you to my blog, here is a hacked rom that works for ataroid and any other Atari emulator!Pac-Man (Enhanced Hack).bin
  21. walker7

    Section Header 1

    From the album: The Best Assembly Computer

    This is what a section's header would look like. The color and font can be variable, but the header text is always in the same font throughout the same source file. The example here is for a program's vertical blank routine.
  22. Does anyone remember the game "Chicken" on 800xl, I used to play it daily it had really simple gameplay similar to frogger and was very addictive. I'm wondering if anyone has done a 5200 port, I would love to have the rom on my atarimax sd cart! If there isn't a conversion for "chicken" maybe a port of "freeway" from the 2600 system?
  23. I used to do be the head of Lynx development at Atari in Chicago in the late 80's and have come across some old ROM files. One is 720ws.rom, the other is simpsons.rom which is probably the sound demo that has gotten around. Is there a way I can convert these unprotected ROM images to .lnx files to see what I have here in handy? Handy is asking for howard.o, but judging by people's responses and it's rarity on the net, I don't expedt to get that. More images and possibly code aree probably coming as we excavate floppies. Sooner or later we'll get to the development Amiga 2000 that was used to develop a bunch of games.
  24. This thread is about how I went about getting controllers to work with the Atari800Win emulator. My first problem is that three of my four notebooks have broken down (after repeated repairs, both professional and DIY) and therefore I'm running my emulator on an HP Mini, a small notebook computer. This presents some various obstacles, of which I will explain. Like most people who first begin to use emulators, I had no controllers to use with the emulator and was therefore using the keyboard to play the games. The first problem I encountered was that being that I was using a mini laptop and did not have a full sized keyboard. With no number pad or NumLock key this was a drawback. Needless to say, I quickly had a desire to use a real controller rather than arrow keys, etc. for my gameplay. I did my research and read up on how to use a joystick/controller with Atari800Win. The results were disappointing. It seemed, from what I'd read, that I needed special controllers or adapters, designed to be plugged into either the printer port or the game port, neither of which I had on my laptop. Darn! Frustrated, I decided to hold off on playing the Atari800 games and wanted to revisit some of my old Super Nintendo favorites. So I downloaded and installed ZSNES and a few roms. It quickly became apparent that my lack of a controller was now even more detrimental to gameplay because of the many more buttons on the SNES controller versus the original Atari controller. Since the only available place my computer had to plug in a controller was a USB port, logically I began to read up about use of USB controllers with emulators. After looking at the various classic USB gaming controllers available on Ebay, and watching some reviews on YouTube, I settled on the SNES USB Controller made by Tomee. I went ahead and ordered two of them. They were very well made, the price was quite reasonable. The convenience of Plug and Play made using them with the ZSNES emulator quite easy. I simply went to the emulator's menu and clicked Config>Input>Input Device #1, and began to assign the D-Pad and buttons. It worked perfectly! Then I went back and tried to get these controllers to work on the Atari800Win emulator. Not quite as easy initially but I did get it figured out. Do the following steps: Step 1) Plug in one or both USB retro gaming controllers. NOTE: My laptop computer has two USB ports on one side and one on the other. When I had both controllers plugged in on the right hand side the emulator would NOT recognize both controllers. When I moved one to the left side (i.e. one plugged in on the left and one on the right) then it DID recognize them both. Step 2) Click the following: Input>Joysticks, the Joystick Options dialog box will popup. For Joystick 1 select "2Axes 11Keys Game Pad". If a second controller is desired, then for Joystick 2 Select the other 2Axes 11Keys Game Pad (there should be two) from the drop down menu. Remember, if the two controllers are plugged in next to each other then the emulator may not "see" them both. If using a desktop computer perhaps plug one on the front USB port and one in the rear etc. Step 3) Recommended: In the Joystick Options dialog box click Advanced. The "Advanced Options" dialog box will popup. Then make sure "Do not toggle options using joystick buttons" is checked. This will allow full use of the controller's D-Pad and ANY other button on the controller may be used as the fire button. Step 4) Play! I hope that this will be of some help for people who are having difficulty getting their controllers to work for the Atari800Win emulator.
  25. I didn't want to hijack the 512K cart thread, so I thought I would post this here: I actually have a cart, custom built for me by Jens-Eike (it's with him in Germany) that is a 64K bank-switched cart with 1K of ram permanently mapped in to the end of the cart ROM space (so there is 7K or ROM per bank, and the same 1K of RAM in every bank). It also has two hardware stacks on it but there's issues with the stacks - we can do a push (post increment) but pops are proving very tricky (pre-decrement) - something to do with a lack of appropriate signals in the cart port to trigger the pre-decrement, so that might not make it into the final design. We'll have to see. It's a shame because the stacks are lovely: Simply write to an address (I think it's >7FFE) and it pushes that value to the hardware stack. Do a read from the same address and it does a pop! The RAM for the stack is taken from the 1K of RAM. Of course, you don't need to use them if you don't want them, but I want them for a TF V2.x which would have a hardware stack (and thus be faster). It's currently implemented in discrete logic, but I'd be happy to hear to from anyone that is willing to tackle the problem with programmable logic. As I say, there are issues that need to be solved. I spoke with Gary Smith about it here in the UK. He has looked at the problem and agrees that it's a tricky one. He has a tentative solution using flip-flops to induce a delay (if I have understood it correctly) between detecting a read from the stack port (triggering an address decrement) and performing the read. I'd like to get the whole thing into one chip: That is: 64k ROM, 1K RAM and all logic. If anyone is interested is doing a design please let me know. Jens-Eike and Gary has expressed an interest, but it's hard to keep the momentum going - understandable enough... We all have lives outside of the TI
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