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starfighter1314

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Everything posted by starfighter1314

  1. OK, I replaced the vertical sync, vertical blank, and overscan areas in the source code with the code given in the Session 17: Asymmetrical Playfields - Part 1 tutorial by Andrew D. And I got it to work on a console! I don't know why the other code didn't work, I just know that the new code does! Hope this helps anyone that might be having a similar problem! -s
  2. Hello, I tried them and they work in z26 but not on my Supercharger. I am most likely making a mistake, but can someone please verify that they have tried loading them onto a Supercharger? Thanks, s
  3. I just assembled the source code and I get the same problem when running it through my console. The source code looks like it is in NTSC format (192 scanlines and 30 overscan). Has anyone successfully loaded these files onto a console? Thanks, s
  4. Hello, I just downloaded the excellent TIA Playfield Painter 1.03 utility from http://khryssun.free.fr/programming.html. I also downloaded the asymmetrical and symmetrical playfield source codes files on this web page, made wav files, uploaded them to my Supercharger, and both exhibit screen roll on my Heavy Sixer. Maybe I have bad header files? Has anyone else used these files on a console? Thanks, s
  5. Do you need a password to access the dig at http://www.neonghost.com/the-dig/index.html? I keep getting a Forbidden message when I try to surf to it??
  6. It is possible, just as people have been saying. The RIOT can output TTL level signals through eight of its address lines (PA0-PA7). Normally, these address lines are used for inputs from the joystick. (In fact, for the past 4 months I have been experimenting with this concept using a voice chip. I can now activate different voice samples from the voice chip when a collision occurs. I am trying to hack games with speech using this, but I am still trying to perfect the software side of the process.) These address lines can be used to light an LED if you want, but you'll probably want to feed the signal through an inverter first to have the LED off during no collision, on when a collision occurs. The address lines are normally HIGH.
  7. Thanks for all the good advice. I'll try the method of melting solder on the wire and chip separately. If I can't get it to work, I'll probably follow up with someone who responded to my post (and pay to have it done). If any of you are located in the Portland, OR or Honolulu, HI areas and can do the mod, please email me. Thanks! starfighter1314
  8. Hi All, I am having problems modifying my Supercharger to use 2 and 4K games. I consider myself at a marginal skill level of soldering and can't seem to solder the wire to the chip pins of the 74HCT32. Is there another way of attaching the wires to the pins? Maybe some type of clip or something? I would be willing to pay someone to solder these leads to the chip (I can solder the other ends to the board). Let me know if you are interested or have ideas. Thanks, starfighter1314
  9. Hello All, I am very new to hacking so please bear with my newbieness. I have a new audio routine that I really want to test, but I am running into major difficulties implementing it. I want to hack an existing game with it, but whenever I do this, I get an error when assembling with DASM. So far, I have tried it with Combat, Adventure, and Home Run (I believe they are all 2K games which may be part of the difficulty). I got the source code for all of these from the web, except for Home Run which I had to use Distella for. When I run DASM after inserting the code, I get the error "Origin Reverse-indexed" when using Combat source code. For Adventure and Home Run, it assembles, but Stella won't run it properly (black screen). Maybe these games are optimized such that no more code can be added?? Anyway, if anyone can point me to some source code for any 1 player game that is reasonably documented (at least, the code surrounding collision detection during the game) that I can try my routine on I would really appreciate it. It can be a 2K or 4K game. If you can help me get this to work with Home Run, I would really, really appreciate it. Thanks, starfighter1314 PS I have already tried using source code from SCSIcide but could not get it to assemble using DASM (source not resolvable error message).
  10. Has anyone found the easter egg (HSWs initials) in the DVD yet? I have looked for it a bunch and cannot find it. If you have found it and wish to share, please email me personally via this site (please don't post it). I'd appreciate it! Thanks!
  11. Hello, Looking to buy this DVD used. Must be the original DVD and not a duplicate. Trying to save a little money by not buying a new one. Thanks!
  12. Thanks for the excellent help. I can now burn 2K and 4K games!
  13. Thanks for the suggestion! Now, can anyone tell me the best way to double a 2K ROM? I can open the .bin file (I'm on Win XP) and add blank lines which doubles the size, but something tells me this isn't the proper way to make it 4K! Alternatively, I can burn the EPROM starting at a different address, I think. Is this better? Thanks, s
  14. Hi All, I am new to the forums, so please forgive me if this topic has been beaten to death already (a search through the archives gave me some info). I am trying to burn Atari 2600 games into EPROMs using a Needhams PB-10 EPROM burner. The burner works fine. I have a .bin file of the 2K game Combat. I bought 2732 EPROMs (Hitachi brand HN 462732G) from this Web site and burned the .bin into one. As far as I can tell, it burned fine. I plugged the EPROM into a 2600 2K/4K PCB that I bought from the Web site as well. When I plugged it into my VCS, I only get black. I tried reseating the chip, but that didn't help. My question is this: does anyone have any technical data on this Hitachi EPROM? I am using the Hitach 2732 setting in the EPROM burning software, but should I be using the 2732A setting? I tried the Generic 2732 setting and it didn't help either. Anyone else using this burner and this type of EPROM? Thanks, s
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