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Found 18 results

  1. This is now a "quest" -- and way more interesting to me than an adventure game! I've been doing a little research on the 600XL video issues, trying to find a "Quick and Easy" solution such as the excellent information in the "Quick and Easy Video Upgrade for the 800XL." http://www.atariage....rade-for-800xl/ That thread actually contains a reference to an article on the 600XL: (BTW, the author of this also did an article on bringing the ram in a 600XL up to 64K.) http://atrey.karlin....i/600xlmon.html This method is way easier than SuperVideo 2.1. Has anyone done this mod, and does it give good results? I wonder if it can be "tweaked" to improve the results? There is also the Best Electronics 600XL kit shown on this page: http://www.best-elec...800xl.htm#600XL Has anyone done the B.E. kit mod, and is it the same as the mod shown above? Or is the BE mod a kit of missing parts to make the 600XL video functional through a normal monitor jack? Does it provide good results, or do you then have to "mod" the results to get good video? (If the 600XL video ends up looking like a stock 800XL, that's probably not a good thing.) -Larry
  2. I'm starting this thread as a means to hopefully promote some F18A development, answer specific questions about programming the F18A, and finally as place to look for links to updated documentation and eventually firmware updates. This first post will always have the latest documents and updates attached, so there is no need to go digging through the thread to find the most recent information. I also hope it will contain questions, answers, and code examples. I would like to keep this thread technical and on-topic, so if you have other general F18A questions or comments, please start a new thread or use the other existing F18A thread. * Documentation: On-going. This is something I hope to complete, but until then Rasmus has collected many of the F18A programming posts from the forum and created PDF of them (thank you Rasmus!) See the files attached to this thread, and please ask F18A technical questions in this thread. The main F18A webpage (http://codehackcreate.com/archives/30) has the main feature list, as well as an initial post to getting started with programming the F18A. As I add documentation, I will post it on the website first, then make an update here to let anyone interested know there is something new. * Register Use Spreadsheet: Libre Office / Open Office .ods format. This is the primary spreadsheet I used while developing the F18A, and all functionality was documented in the spreadsheet first, then converted into HDL. That means the spreadsheet is always up to date with respect to the F18A's functionality. While some of the F18A's features require more documentation to use, much of the functionality is very self explanatory and can be used just by looking at the spreadsheet and reading the notes. For example, it does not take much to guessing to figure out what the "horizontal scroll register" does. ************* COMPATIBILITY ************* Pin-compatible replacement for the TMS9918A, 9928, 9929, and TMS9118 Video Data Processors. The F18A has been tested in the following systems: TI-99/4A Home Computer ColecoVison Game Console* ColecoVision ADAM Computer# Toshiba HX-10 MSX1 Computer Toshiba Pasopia-IQ MSX1 Computer JVC Victor HC-7 MSX1 Computer Yamaha CX5M MSX1 [email protected] SpectraVideo 328 Computer*@ Tomy Tutor Computer*@ SEGA SG-1000 Game Console SEGA SC-1000II (replaced a TMS9118 VDP) Telegames Personal Arcade Powertran Cortex Computer * Note1: These systems are known to have the original VDP soldered directly to the system circuit board and will require desoldering and a socket installed. # Note2: The ADAM computer requires an "offset board" to keep the F18A inside the main PCB outline. This is an available option when ordering and F18A. @ Note3: These systems are known to require USR4 jumper removed because the main system uses the CPUCLK output from the VDP as the main system clock. ************************ F18A FIRMWARE Change Log ************************ F18A V1.9 Dec 31, 2018 (CRC: 147A) * Prepare for open source release. * Split up the original "core" to create a top-module for the stand-alone F18A, and a "main core" that can be used as part of a larger SoC. * Fixed the VGA horizontal timing error caused by treating the pixel time as 40ns instead of 39.68ns. Because events were being counted in "pixels", this caused the horizontal sync pulse to be slightly off, and the overall line time to be 32us instead of 31.746us. This error meant each line was around 6.4 pixels too long, and pushed the total frame rate to 59.2Hz. This error was enough to cause games to fail (Pole Position on the 99/4A), and some monitors to not sync properly when run through video converters. The timing error also caused many problems for the PAL ColecoVision. * Removed sprite-linking. This was an unused feature and helped free up FPGA resources to allow the core to better fit in the Spartan-3E 250K. * Removed programmable GROMCLK divisor. Unused feature, free up resources. * Register mode and cd_i inputs to CPU component. V1.8 - Aug 24, 2016 (CRC: F981) * Fixed sprite collision bug where sprite collisions were being incorrectly detected outside of the active display, after line 191 or 239 depending on the line mode. * Added hybrid VR write restriction to mask VR writes to three-bits when the F18A is locked, like the real 9918A does. However, if mode bit M4 is set (80-columns), writes to VRs over VR7 are *ignored* instead of masked to three-bits. This allows various 9938 programs to work (or continue to work), as well as continue to support TurboForth that writes to VRs 0..15 to set up 80-columns (if straight masking was used, VRs 8..15 would over-write VR 0..7). V1.7 - Jan 1, 2016 (CRC: A3B5) * Fixed Bitmap-Layer (BML) display bug * Fixed GPU's PIX instruction to properly calculate BML addresses * Added power-on graphic that shows the current firmware version V1.6 - Apr 26, 2015 (CRC: 40CC) * Removed fixed tile functionality * Removed border scroll limit functionality * Removed banner functionality * Removed host-side 32-bit counter * Removed host-side 32-bit RNG * Removed GPU 32-bit counter * Removed GPU 32-bit RNG * Removed the sprite "disable value" (>F8) in the sprite Y-location when ROW30 is enabled. * Added second tile layer with its own NTBA, h/v page sizes, and h/v scroll regs * Added ECM2/3 pattern table size selections for tiles and sprites. * Added host-side segmented counter with 10ns accuracy. * Added configurable HSYNC and VSYNC GPU triggers. * Added fat-pixel (2x1) with 16-color support to the bitmap layer (BML). * Added 1x1 page scroll support for T40 and T80 modes. * Added option to reset most VDP registers to their power-on values. * Added option to disable Tile Layer 1, which includes GM1, GM2, MCM, T40, and T80. Sprites, the BML, and TL2 are still active and can be enabled/disabled independently. * Added option to allow attribute byte to be fg/bg color select in T40 and T80. * Added per-position tile attribute support. * Added DMA capability to the GPU: 8xx0 - MSB src 8xx1 - LSB src 8xx2 - MSB dst 8xx3 - LSB dst 8xx4 - width 8xx5 - height 8xx6 - stride 8xx7 - 0..5 | !INC/DEC | !COPY/FILL 8xx8 - trigger FILL (active high) will read a single byte at the src address and fill the destination with that byte. src, dst, width, height, and stride are copied to dedicated counters when the DMA is triggered, thus the original values remain unchanged. * Added USR3 jumper to control GROMCLK/CPUCLK output on pin37 to provide support for 9128/29 * Added USR2 jumper to disable/enable simulated scan lines (every other VGA scan line has its color reduced by 50%.) Also controllable via a new VDP register bit. * Added a 5th sprite reporting option instead of reporting the max-sprite, which on the F18A might be different than the original VDP because all 32 sprites can be on a single scan line. * Added a new register (VR51) to limit the maximum sprite processed. This has nothing to do with the number of sprites that can be visible on a scan line, which is controlled by a separate register (VR30). This register is always active and can be used instead of the >D0 byte in the sprite Y-location, and is the only way to limit sprite processing early when ROW30 is enabled. * Changed the GPU interlock so that polling the VDP status register will not cause the GPU to pause. This should greatly increase GPU performance during heavy VDP interrupt polling. * Fixed T80 NTBA two LSbit problem. They are ignored (set to "00") when the F18A is locked to provide compatibility with the 9938 and avoid problem with software that set the two LSbits of the NTBA to other than "11" as the 9938 documentation specifies they should be. This limits the T80 name table to 4K boundaries. When the F18A is unlocked, all 4-bits of the NTBA are used and the T80 name table can be located on 1K boundaries. * Fixed the 5th number update during a scan line. As long as the 5S flag is zero, the 5th number register follows the sprite scanning sequence. Seems to be a transparent latch that follows the input (current sprite being scanned) until latched by the 5S flag. If the status register is being polled and 5S is reset mid frame, then the 5th number begins following the scanned sprites again. This bug is known to have affected Miner49er on the 99/4A. V1.5 - July 2013 Not really a *bug* fix since the problem it corrects exists on the real 9918A, and only has to do with sporadic collision bit reporting during heavy polling of the original 9918A VDP status register. This was discovered while Rasmus was writing Titanium. The 9918A was not designed to have its status register polled which is why it provides an interrupt output. I don't think the original 9918A designers took the hazard into consideration, but I decided to make this correction because it is what the original designers would have done given their preference (and I asked Karl Guttag about it). Thus, the F18A implements what you would consider the "expected behavior", and will work as expected where the original 9918A might not. I did not make this decision lightly. V1.4 - April 2013 Fixed the sprite collision bug and a GPU bug with the divide circuit. The sprite bug is mostly affected by XB when a program uses CALL COINC(ALL). Most assembly games probably don't rely on the collision bit alone for sprites and perform coordinate testing, which is most likely why the bug slipped through all the testing (and I tested with a *lot* of games on a lot of platforms). V1.3 - July 2012 Original release firmware. ******** UPDATING ******** The In-System firmware update is available for 99/4A users. I am very thankful to Rasums and Tursi for their help in making this possible. You can download the F18AUpdate_vXX.zip file below. Detailed instructions are available on my website here: http://codehackcreate.com/archives/418 Alternatively you can update your F18A in any system via a JTAG programming cable. You can purchase a JTAG programming cable for about $59 USD from Digilent: JTAG HS3 programming cable/ This is very inexpensive for a JTAG cable (my Xilinx-brand cable was over $250!), and Digilent makes quality gear. You also need the Xilinx ISE-Webpack tools: http://www.xilinx.com/support/download/index.htm This is a free download from Xilinx, but it is BIG! About 6GB the last time I checked. There is a smaller download that contains just the programming tools called "Lab Tools" and is only about 1G. I'm still looking for a smaller / simpler solution. You will have to create an account (which is free). The primary program you need is called IMPACT and is used to program the FPGA and SPI-flash. Once you get the tools installed, download and unzip the f18a_250k_vXX.zip file. In the zip file you will find the MCS file: f18a_250k_vXX.mcs The .mcs file is used to update the SPI-flash ROM attached to the FPGA. Here are the quick instructions. The term "system" means your 99/4A, ColecoVision, MSX, etc., and "PC" means the modern personal computer you are running the Xilinx tools on. 0. Make sure your system is powered OFF to begin 1. Open your system to get physical access to the F18A 2. Plug the JTAG programmer in to your PC (via USB) and the F18A (via JTAG) 3. Power ON your system 4. Launch the Xilinx IMPACT tool 5. Double-click on "Boundary Scan", then right-click in the main area and select "initialize chain" 6. The FPGA should be detected and show up in the big area. A window will open with device properties, just click "ok" 7. Above the FPGA icon should be a dotted line with "SPI/BPI ?" in it. Right-click on that box and select "Add SPI/BPI Flash..." 8. Navigate to the f18a_250k_vXX.mcs file you extracted from the .zip file and choose "Open" 9. Select "SPI PROM" and "M25P80" from the two drop-down selections and click "OK" 10. The box above the FPGA should now say "FLASH" in it. Right-click the box and select "Program" Once the programming is finished, cycle power on your system and make sure it comes up. ******** Examples ******** Included in the zip file is a demos disk that shows many of the enhanced features of the F18A. The source for all the programs are included. I did not write these programs and I am very thankful to Rasmus and Tursi for contributing them. rasmus_scroll.zip F18A documentation.pdf f18a_register_use.zip F18A_V19.zip
  3. Here's the link to Lotharek's website hawking a limited production of Incognito boards.: https://lotharek.pl/productdetail.php?id=275 The boards are going for about 90 bucks American and worth every cent. I just bought two and it hurts to spend the money, but I gotta have em'. Hope this doesn't step on the folks who are getting my 512k ram board, but since mine is practically free I figure you'll want em. Best, ** TNM **
  4. This is one of the most cost effective modifications that you could ever hope to perform on your TI. Where else can you double or even quadruple your storage capabilities for so little money? If you've already purchased the Lotharek HxC, or a 3.5" drive, you'll easily and instantly double your storage capability. Atari Age user sjt made a GREAT POST << HERE >>with photos of this project. Atari Age user atrax27407 of Hummingbird EPROM's will burn the chips for you and send you the pair for only $12.00! If you're interested, click his user name on the above line and send him a Personal Message. He takes PayPal, so that means it's quick and easy to order. The man also has a good reputation, so you can feel comfortable about ordering. The set comes in four different configurations: A) DSK 1 40 Track with DSK 2 & 3 as the 80 track drives. B) DSK 1 & 2 as the 80 track with DSK 3 as a single 40 track C) DSK 1 & 2 40 Track with DSK3 as the sole 80 track drive. D) DSK 1, 2 & 3 all 80 Track (this was not an option I was offered when I got my set but would be the best bet IMHO) It's HIGHLY RECOMMENDED that you use a couple of 24 pin IC sockets like this one: You can find them cheaply << HERE >> The main reasons for using sockets? If you ever need to replace a defective chip or update the programming, it'll save a lot of extra work. Using sockets also reduces the chances of damage to the decades old and harder to obtain disk controller. Screen Image of a formatted diskette (Click on image to radically enlarge) So, why run a lame little 90K or 180K disk drive when you could max out at 360K with a 3.5" disk drive or a Lotharek HxC floppy emulator? You already have the hardware, so spend a couple of extra bucks to really get the most out of it. --- UPDATE 12/01/2014 --- He also has modification chips for other controller cards. << CLICK HERE FOR DETAILS >>
  5. I've been working on a new upgrade that can be installed in any A8, 5200, & even the 2600. I know there's a million upgrades out there, but the good ones are mostly based on tweaks to the original Atari circuit, and the bad ones are haphazardly designed. 1st, the real problems with the Atari circuit(s): The video circuits in most A8's are not sufficiently decoupled from the digital noise in the system. Video power and ground are often shared with very noisy components like DRAM and this causes vertical bars to appear in the picture. For example, you can often see the refresh cycles on the left side of the screen. Crude DACs like the one made from the CD4050 have no ability to reject power supply noise and will superimpose it on the picture. No tweaking of the video buffers will remove it. Atari actually put components in some XLs to blur the image in an attempt to clear up the lines. That's not to say the buffers didn't need tweaking. They frequently deviated from the 75-ohm impedance standard that that meant the picture quality could be unreliable (shadows, smearing & ghosting), especially with longer cables. At video speeds, you only get maximum transfer when everything is the right impedance. In addition, some of the chroma circuits produced highly distorted sine-waves which contributed to noise in the image. So to solve these problems, my board: 1. Has an on-board regulator to create a clean video power source. 2. Has a 3-channel video amplifier designed for 75 ohm loads. 3. Has a pixel re-clocking circuit to remove skew and better align the 4 luminance signals into a perfect pixel edge. 4. Has a carefully designed chroma-shaping circuit. In addition, there's an adjustable pot on the board which controls the phase between the chroma and luma signals. A nice side-effect of this that you can change the artifact colors. There's also a jumper to invert the chroma which swaps the positions of the artifact colors. The board plugs into the CD4050 socket for easy installation on most machines. It can be used in place of the original circuit or along side it. I'm working on the final board layout and I hope to have them available in the AtariAge store early next year. Here are some pictures of the prototype. Any patterns in the picture are due to the camera picking up the CRT mask, but you'll notice the absence of vertical bars (I'll try to get better pictures...). One of the pictures is taken off my LCD (and even the LCD is hard to photograph). The split screen pictures show the effect of artifact tuning. The board is currently installed in a very noisy 130XE. I'll try to get some before pictures. I'm calling it UAV for Ultimate Atari Video. More to come!
  6. What are the different models that I could best buy? 400 - 8k of 16k machine and can be upgraded by adding extra memory in the slots of the machine. This was marketed as a gaming machine which it's design to an extend shows as it's a light weight 800. 800 - 8k to 48k machine and can be upgraded by adding extra memory in the slots of the machine. 600XL - 16k, easy to upgrade (if socketed) by popping in new ram chips and soldering a couple/few wires, depending on the method. 800XL - 64k, the most common - almost ALL software will work on a 64k XL...some 1990s (and onwards) demos and games require more ram. almost ALL Taiwan 800XLs are soldered - which makes upgrading harder. 50% of Hong Kong 800XLs have socketed ram. 1200XL - 64k, the easiest to upgrade, but easier to buy in the USA than europe. most ICs are socketed which makes installing a 256k wizztronics clone, Ultimate 1mb or the newer Antonia 4mb upgrades much easier. almost all 1200XLs will need a clear pic, UAV or similar upgarde to make video reasonable. 65XE - 64k, an XL with ST styling - many do not have the ECI port. 130XE - again, an XL with ST styling, but with 128k ram. 800XE - 64k, eastern european crossover from XL to XE range - some (about 30%) of these have a buggy GTIA chip, but if you strike lucky you get a nice "XL" with freddie chip and ECI. XEGS - 64k, a consolized 65xe. Why upgrade RAM? To either gain access to 130XE library and to more modern demo's, games, etc. Different RAM standards and why do they matter? Plain and simple comparability as some RAM upgrades have different memory adresses, which means some software might not run or not run correctly under a different standard. Can and is it worth it to upgrade my RAM by filling out empty RAM spots on the motherboard on my 65xe or 800xe? Yes, if you have those slots and if you don't want to go all out on the RAM or keep your machine like it was during the machines production life. Watch out for the faulty GTIA's though. You can check for those buy typing in : 10 GR. 9:D=1:FOR X=0 TO 79 20 COLOR C:C=C+D:IF C=15 OR C=0 THEN D=-D 30 PLOT X,0:DR. X,191 40 NEXT X 50 G. 50 And you should end up with something looking like this: or using my own computers as an example: http://imgur.com/gallery/bAOr0 This is how you can upgrade: Which RAM upgrade kits are still available? (mainly available for 800XL and later models, unless noted otherwise) Ultimate 1MB http://lotharek.pl/product.php?pid=67 ​wizztronics 256K http://www.best-electronics-ca.com/wizztronics%202_256.htm Rambo XL 256k https://www.bitsofthepast.com/?product=reimaged-rambo-xl-adapter 512k SRAM-Extension by Mega-hz: http://mega-hz.de/Angebote/512K/512k.html Due to some upgrades going through production runs of batches and than going out of production until another is announced these might not be available at the time of reading (You could always try and message the creator if they are available still or in the future): 512k SRAM-Extension by tf_hh: Write tf_hh a pm here on AtariAge Syscheck II by tf_hh: Write tf_hh a pm here on AtariAge (only works on 64k machines and higher) Ctirad 576XE http://atariage.com/forums/topic/232856-ram320xe576-order-thread/?hl=%20ctirad (No soldering required, up to 576k of RAM and please not "up to" as it requires you atari be on 128k of RAM before slotting it in to get that amount, otherwise you won't get 576k) Incognito Don't know where it is available (only for the 800) Antonia 4MB http://atariage.com/forums/topic/249405-new-4mb-ram-expansion/?hl=%20antonia (I assume there is a newer location that sells them that I'm not aware of) (please note, the Antonia has 2 different versions one for the XL line and the other for the XE line) (Please note I've excluded older upgrades and self build upgrades, like this, for simplicity reasons, otherwise this would become a very long list. But as wizztronic or Rambo diy build are most common; the chips needed for that are require a 41256. http://atariage.com/forums/topic/122470-ram-upgrade-applications/page-2?do=findComment&comment=1481893) If you have information to add, rectify or remove, please comment so I can change it. Resources: http://ataripodcast.libsyn.com/antic-episode-39-i-need-more-memoryFrom 1:05 Nir Dary talks about RAM upgrades which is a similar to this post. Great podcast overal but that segment is good if you want to know about memory upgrades without this wall of text.
  7. I picked up an 800XL in fantastic condition and added an Antonia CPU/RAM upgrade. Sold it to a friend of mine, and then ended up getting it back :-) It has pretty fuzzy video though. According to this post: https://atariage.com/forums/topic/198754-current-best-s-video-picture-improvement-mod-for-800xl/ I'm going to I'm skipping step 2, as no banding is present; it's just REALLY fuzzy and currently s-video outputs black and white only. My soldering skill are improving, and I've a shiny new solder station arriving on my day off. I guess I could easily do this with just schematics, but ... It would be greatly appreciated if someone has pics of these simple finished steps (I like pictorial verification, because I'm pretty new at this stuff still). Any other advice on what to do while I'm in there? Besides the Antonia, all my other work has been on XE models. I put a UAV in my 130XE and if this doesn't work out, I'll probably buy another for the 800XL. Thanks, Thomas
  8. Hi Guys, I need some help, please... I recently bought a 600XL off of eBay, picked it up tested it - all working. Then opened it and found to my delight that all the chips were socketed! A hardware project in the making. First things first - upgrade to 64k. I tried bending a pin on the IC living at U5 and broke the off - the IC can be replaced, right? So, two questions from this (slightly less than competent) amateur modder... 1) I need to replace the IC at U5... is there any difference between an 74LS158 and a 74LS158N IC? 2) If I do this upgrade can I not upgrade the memory futher - i.e. if want an ultimate 1Mb or similar do I a) have to reverse the 64k upgrade, b) leave it in, it's necessary, or c) nope this is the only memory upgrade for a 600xl? Cheers!
  9. FOR SALE: ATARI ST 520 STFM WITH 2.5MB MARPET MEMORY UPGRADE COMPUTER RETRO CONSOLE SYSTEM REFURBISHED TESTED CLEANED Fully refurbished and tested. Please look at the large pictures at the bottom. This Atari has been stripped down and thoroughly cleaned inside and out. No cracks to the case and, considering its age, this Atari is in superb condition! A few minor scratches to the top of the case which can be seen in the pictures, and underneath the Atari which is also visible in the pictures below. The Atari comes with a RF aerial cable (on request) and power cable (on request). Fully tested with an external floppy drive, monochrome and colour monitor, hard drive, printer and RF output to ensure all ports are operational. Technical details:- TOS v1.02 GEM v0.13 AES v1.20 Marpet 2.5Mb memory upgrade kit installed giving a total of 2.5Mb of memory Ideal for Cubase, games and other MIDI applications Minimal yellowing - see pictures below Manufactured 22/04/1987 The floppy drive head has been cleaned and reads, writes and formats floppy disks reliably. The joystick and mouse ports have been re-soldered. Sometimes these develop dry or broken solder joints, or develop intermittent faults over the years due to mice and joysticks being connected and removed . The memory has been tested with a 100 pass hardware memory read and write test. The Atari has been running for 24 hours to ensure to ensure there are no overheating issues. This Atari has a Marpet Memory Upgrade installed with a 2.5Mb memory upgrade to the system. What's included in this auction Atari STFM computer RF aerial cable (on request) 13A to IEC power cable (on request) Price: £55.00 + P&P P&P to UK is £12.50 P&P to Europe is £25.00
  10. There is a 130XE on eBay listed to have a 'Best Heavy Upgrade" and has a toggle switch in the upper left corner of the top of the console. Seller has no idea what it is. I looked on the Best site and found nothing like that. Any ideas?
  11. I just wanted to know if anyone has built an actual PCB replacement for the CX52 joysticks. Seems like that would be a better route to go than adding gold contacts to the various revisions of the Flex circuits. Sure, it would probably make it a wiring mess like the Colecovision standard controllers but I'd speculate it would still be doable and reliable...
  12. So I was puting away my 2600 when an idea hit me, what if there was an advanced passthrough cartridge almost like the sega 32x. Here's a list of features it could include. -Built in bios -Extra 64k ram -Cartridge pull out protector (If you pull out a cartridge, it will reboot to the bois) -Sid chip (so we can finally have better music in our games) -Upgradeable -Dpc+ and Superchip compatible I would love to do this myself but I'm not very good with electronics nor do I have the budget to do it. XD
  13. I'm back again!! This time offering TSOP as well as hard drive upgrades Updates to Coinops and other emulators that have been updated since I was last doing this in 2015 Also working with new dashboards for TSOP mods using Xbox Media Center Hit me up for modding and peripherals I have custom cases, clear & red, heavy duty packing cases, Hi def A/V & controllers See photos Also see my more recent post http://atariage.com/forums/topic/195597-fs-ship-your-original-xbox-for-250gbhard-drive-upgrade-2015-100ship/page-17?do=findComment&comment=3643205
  14. I got a PAL 65XE with a 130XE motherboard with 4-bit-RAM, i.e. two empty RAM positions. Sorry if this has already been posted here but I can't seem to find instructions on how to upgrade this to 130XE standard (or 256K). Any pointers? Thanks!
  15. 4Mb memory upgrade for the Atari ST series of computers Can be used in the following systems:- Atari STE Atari STFM Atari STF Atari MEGA Atari TT memory expansions Marpet Memory Upgrade kits These SIMMS will slot into your Atari STE computers without any modification to the hardware or soldering etc. Other Atari ST systems (not STE) do vary and you'll need additional hardware, such as the Marpet Memory Upgrade Kit, when using these SIMMS on the Atari STFM, STF machines. PRICE: £15.00 PLUS P&P P&P UK = £2.90 P&P Europe = £3.90 P&P World of the World = £4.90
  16. My Atari TT has a "new type" CA401059-001 Rev B ST RAM card with 2MB (16x TCS514256AJ-10) RAM. There are several instructions around the web saying that the CA401059 can be upgraded to 8MB ST-RAM by just changing the chips and setting the jumpers. As these are SMD chips and I am not a soldering wizard I wonder if this can be accomplished with a soldering station with a fine tip and a handheld vacuum pump or if special equipment is required. If it's the former, where would I get the required 16 4MBit chips in the correct form factor?
  17. What current and available ways are there to 1. upgrade the memory on an 800 2. upgrade the OS on the 800 I know the incognito would be best.. but its not available.. so not an option. What other options are there? James
  18. I resolved at the beginning of this year to get caught up on a number of Aquarius projects this summer, and I think I'm going to begin by dusting off an idea that I had previously put on the shelf ... an inexpensive 32K RAM module: As you may know, 32K is the largest amount of (flat) RAM that you can add to the Aquarius without using the space reserved for cartridge software. Mattel's original 32K module was big and bulky and was produced only in very limited quantities, but it's now possible to create a much more efficient version of this module using SRAM. I designed my first prototypes around the same time I was designing the Aquaricart, and I built a few more for collectors who wanted them, but I decided against making it into a product at the time because I thought it would be a better value to integrate that extra RAM into my enhanced Mini Expander design instead. But the new Mini Expander is going to take a lot longer to finish than I planned, and in the meantime, I've heard from several people who already own the original Mini Expander and wouldn't necessarily want to buy another one just for the extra RAM. So, I thought there would be value in offering a standalone 32K RAM module, particularly for programmers who need the extra RAM for their projects, or those who are interested in playing the many Aquarius cassette games which required expanded RAM. I've begun the layout for the new boards, and I hope to have them finished and manufactured by the end of next month. The cost per module will be just under $30, not including shipping, so I hope it will be an affordable and easy upgrade for anyone who owns an Aquarius. I'll post updates, including ordering information, as they become available.
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