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Posts posted by NGFrankW
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On 11/17/2021 at 8:37 AM, SainT said:
The menu and stub have not updated… try putting the upd file on an otherwise blank memory card.
I have also tried to update the GameDrive with QR code from
Firmware V1.09, ASIC V1.06, Menu V1.06, Stub V1.03
to
Firmware V1.11, ASIC V1.08, Menu V1.08, Stub V1.04
but got only the first two files updated without the Menu and Stub images:
Firmware V1.11, ASIC V1.08, Menu V1.06, Stub V1.03
Have also tried to re-flash the images by renaming the firmware.upd to firmware.ovr (I assume the *.ovr will force the update?).
How can I force to flash all four images again?
Any help is appreciated.
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would this and the Atari logic fit into the MCC 216 with its 16k Altera Cyclone 3 FPGA ?
Best regards
Frank
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has someone an Atari Sparrow / FX-1 keyboard for sale?
They were sold 10 years ago from Best Electronics: http://www.best-electronics-ca.com/falcon.htm
German Sparrow QWERTZ Keyboard Assembly Same as Falcon QWERTY Keyboard except main keyboard gray key cap letters are yellow and F1 - F10 Function gray key cap letters are orange in color, CB102622, $65.00 French Sparrow Azerty Keyboard Assembly Same as Falcon AZERTY Keyboard except main keyboard gray key cap letters are yellow and F1 - F10 Function gray key cap letters are orange in color, CB102623, $65.00
I need one for my incomplete Sparrow (only mainboard with both case parts).
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Thanks for the clarifications.
So there are not two different development paths ?
"Supports large SD cards. I tested with a 1GB,2GB,4GB and 32GB"
Great improvement!
Until now I have tested this with a 2GB SD card.
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Hi foft.
you have released a new version on last Tuesday (http://www.scrameta.net/autobuild/20140624/) and some new comments in the instructions.txt:
MIST: Without keyboard its possible to use it! If you can remember these...
MIST: mist button0=F11, mist button0+fire=F12, mist button0+stick=reboot
MIST: mist button1=option, mist button1+fire=start, mist button1+stick=selectI assume this is a special update for the mist board only ?
Have found also this comment at http://arcaderetrogaming.com/shop/page/3
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ArcadeRetroGaming (ARG) implementation is based on the excellent work out of the retro gaming community from Mark Watson [5] together with additional modifications and enhancements.
Mark many thanks for supporting the Multiple Classic Computer with a great new classic computer !
The ATARI 800 XL Core the MCC includes the following features and enhancements:
· Support for PAL and NTSC
· Drive Emulation with 4 virtual disc slots and one ROM slot
· Disk Read and Write support
· System configuration allows to change clock, RAM, ROM, Drives and Cartridges
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The *.arg binaries looks different from yours.
Have they really enhanced your version as stated or is this just a 1:1 copy of your work ?
Frank
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Hi foft,my congratulations for your first unified release for four FPGA boards!
I have made a quick test of the MCC216 version and it looks already very good.
Have discovered only a small graphics glitch with Dimension X, tested with the NTSC VGA core.
Looks like there are four fine diagonal RGB stripes.These appear only in this games sequence:A closer look:
Presently the settings and load menus are controllable by the joystick and the fire button.
Controlling these by the cursor, enter and ESC buttons of the PS2 keyboard would be nice
Great release!
Frank
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Hope you are still busy with your great project!
Have discovered also your two nice ATARI 800 and ATARI7800 ProSystem emulators for the Gizmondo on your website.
Perhaps I can re-animate my Gizmondo an try them
Frank
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Great idea to create a common source code for all supported platforms.
Are there big differences between the DE1, MIST, MCC216 and the Replay boards ?Will you create an abstraction layer for the differences ?
Frank
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DE1 is a good choice but needs a 'minimig adaptor' to connect joysticks. It needs a wire adding to use sio2pc. It has lots of spare io. I'm building a breakout board for it to add cart socket, sio port, joysticks with paddle support etc - slowly!
MIST and MCC216 have built in joysticks but no spare io (eg for connecting drive etc). No sio2pc on these.
MIST has USB support. It is available from Lotharek.
Replay has built in joystick ports, sio2pc serial port and spare io. It is hard to get hold of - for now.
They all run the core pretty well and have (basic, first cut) sd card drive support.
Please let me know when the MCC216 edition is ready for tests

I have the VGA version.
Frank
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What voltage is the power supply output listed for the alien voicebox?
This is a 12V power supply.
It's not required for an ATARI 400,800 or 1200XL because they have already +12V on pin 12 of the SIO connector:
1 1 2 4 6 8 0 2 ----------- /o o o o o o\ /o o o o o o o\ ----------------- 1 3 5 7 9 1 1 1 3 1 clock in (to computer) 2 clock out 3 data in 4 GND 5 data out 6 GND 7 command (active low) 8 cassette motor control 9 proceed (active low) 10 +5V/ready 11 audio in 12 +12V (400/800) 13 interrupt (active low)
Frank
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This is based on documentation by Ron Fetzer, who based his documentation on the English translation by Dave and Laura Yearke of the Western New York Atari Users Group.
Thanks for this great expanded version of the Turbo Basci XL documentation.
You wrote in the introduction: "The superb Turbo-BASIC XL by Frank Ostrowski from Holland ..."
As far as I know Frank neither came from the Netherlands nor he lives there

Frank
PS: No, Im not this Frank!
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Any chance you could take a high resolution of the top and bottom of the PCB?

Here they are.
Voice Box PCB, Version I:
Voice Box PCB, Version II:
I have made these PCB pictures 2009 without the intention to reproduce them and hope the visible cables doesn't interfere to much for a possible reproduction

Frank
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Any chance you could take a high resolution of the top and bottom of the PCB?

The Voice boxes uses the Votrax SC-01A Speech Synthesizer chip.
Some information and data books can be found here:
http://www.redcedar.com/sc01.htm
Atari has distributed the Voice Box II in Germany in its own packaging:
And a quick (non Atari) demo here:
I have made some pictures of both PCB versions in the year 2009.
Let me search...
Frank
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Oh. Thank you.
I have missed this.
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Does anyone have one of these devices? Are there any videos or audio clips of this in operation?
Yes. Both versions.
One with a green and the other with a red label.
The audio signal is routed via the serial connector, like the tape audio channel, to the TV speaker.
Still searching for the disk of the first version.
Frank
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Well, that's a shame. Still It was only about 100 bucks for all the stuff plus a bunch of nes carts.
I have sent you a PM.
Frank
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Same problem with the CTIA chip instead of GTIA:
(Tested with 160x96, ANTIC Mode 0x0D)Frank
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Thanks for your explanation.
I have also found a Wiki article with a very accurate description and a correct PRIOR table at:http://en.wikipedia.org/wiki/CTIA_and_GTIA
PRIOR 0001=$1 0010=$2 0100=$4 1000=$8 0000=$0 Prio --------------------------------------------------------------------- PM0 PM0 P5/PF0 P5/PF0 PM0 highest (foreground) PM1 PM1 PF1 PF1 PM1 PM2 P5/PF0 PF2 PM0 P5/PF0 PM3 PF1 PF3 PM1 PF1 P5/PF0 PF2 PM0 PM2 PM2 PF1 PF3 PM1 PM3 PM3 PF2 PM2 PM2 PF2 PF2 PF3 PM3 PM3 PF3 PF3 lowest (background) COLBK COLBK COLBK COLBK COLBK ---------------------------------------------------------------------Comment:
"Although the Fifth Player is displayed with the value of COLPF3, its priority is above all Playfield colors.
This produces an exception for Priority value $8 (Bits 1000).
In this mode Playfield 0 and 1 are higher priority than the Players, and the Players are higher priority than Playfield 2 and 3. Where Playfield 0 or 1 pixels intersect any Player pixel the result displayed is the Playfield pixel.
However, if the Fifth player also intersects the same location, its value is shown over the Playfield causing it to appear as if Playfield 3 has the highest priority.
If the Playfield 0 or 1 pixel is removed from this intersection then the Fifth Player's pixel has no Playfield pixel to override and so also falls behind the Player pixels."
Strange behaviour of Jay Miners second try (1. Atari 2600, 2. Atari 800, 3. Amiga)

Will try this also on an old CTIA A800 ...
Frank
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Hi,
regarding the Atari 400/800 Hardware Manual, Page III.8 and this http://www.atariarchives.org/cfn/12/02/0025.php
the bits 0-3 in the PRIOR ($D01B) register controls the priorities of players, missiles and other graphics:Objects with higher priority will appear to move in front of those with lower priority: Bits 0-3 of PRIOR and P/M priorities Bit 3=1 2=1 1=1 0=1 Prio ----------------------------------------------------- C0 C0 PM0 PM0 highest (foreground) C1 C1 PM1 PM1 priority PM0 C2 C0 PM2 . PM1 C3+P5 C1 PM3 . PM2 PM0 C2 C0 . PM3 PM1 C3+P5 C1 . C2 PM2 PM2 C2 . C3+P5 PM3 PM3 C3+P5 lowest (background) BAK BAK BAK BAK priority ----------------------------------------------------- In the chart: PM0..3 = player 0 and missile 0 C0..3 = COLORx, plotted graphics controlled by color register x in the SETCOLOR command. P5 = all four missiles when combined into one player. BAK = the background, known as COLOR4 or color register 4 in the SETCOLOR command.If I want to set all players and missiles into the background I set the value 4 (bit 2) into the PRIOR register.
This works as described (ANTIC Mode 0x0E, 160x200 pixels, four colors):(Horizontal stripes are the playfield colors 0-2, the missiles are the four right vertical stripes)
But if I enable the fifth player by combining the missiles 0-3, the fifth player is always in the foreground:(The combined fifth player is separated in the four right vertical blue stripes)
Have I made something wrong or is there an error in the description of the Atari Hardware Manual ?Perhaps an error in the Altirra emulator ? I will test this on real hardware.
Does exist a workaround for this problem ?
How can I set the fifth player behind the playfield colors ?
Frank
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Nice Progress!
Have you used the pad2pad autoroute funktion ?
I suggest to add also a description like "Corvus Atari Interface, Rev. 1.0" to the silkscreen layer.
Perhaps also the part numbers of the IC's.
Frank
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Daisy chaining drives works successfully with the Atari 800.
Great!
Requires firmware version 18.3 on both Corvus drives, up to 4 drives for 80MB of storage!
Do you know where the firmware is stored ?
On an eprom or on the hard disk ?
Is this updatable without an eprom burner ?
As soon as its finished I'll throw a few packages together for interested members.
I'm very interested

Frank


Gamedrive firmware update issue
in Jaguar GameDrive Support
Posted
... for some reason the firmware.upd file was not renamed to firmware.ovr.
After I did that, there was a new QR code link. With this image the update worked completely.
Also the missing progress bar was visible with that.