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7800fan

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Posts posted by 7800fan

  1. NEs can do something like 50 colors at once but it's limited in sprites. C64 is fixed to 8 sprites and 16 colors but it's not impossible either. TG-16 might be the best one to port, over 500 colors and 16 sprites. I don't know what Apple IIGS is capable of, I only used older II and IIe with green monitor.

  2. Lynx is based on 6502 so it is possible to port the code to other consoles including NES, TG-16, C64, and Apple II. (Atari 2600 as well but the limitation of TIA would ruin the game)

  3. This is fantastic news for me.

    Not so much that Starflight 3 is in the works, but that apparently there is a starflight 2 for me to play, that I previously didn't know existed.

    I've only ever played the genesis one

     

    Just this past weekend, I booted up NES's P'radikus Conflict very much hoping it would be a lot more like starflight than it was.

     

    Just a tip, when playing Starflight 2 don't pick up any endurium. It's banned and getting caught with them can get very expensive.

    • Like 1
  4. With 3D printing, replacement guide is easy but where would I get a suitable 12/24 pins card edge connector? The ones I've looked at all has short pins which meant the game PCB will not reach the connector inside. I can't seem to find a connector that has long pin that would fit 2600 cart and still be able to connect to PCB.

     

    Also does someone have a 3D printable file that I can use? Something like the one used on common 4 switch console?

     

    I am trying to recreate a 2600 board from scratch with built in AV support (no more useless RF modulator), built in pause, and with option for built in controller for portable use. And built in lipo support to run it as portable or with external 5v source via USB.

     

    PS another quirk I ran into when I was designing a new 2600 board: oscillator. Atari 2600 uses 3.579575 but this is incredibly hard to find anywhere outside of Atari 2600 spare part source like Best Electronics. However 3.579545 MHz is very easy to find. After some digging, this should be fine because the difference is only 10 PPM and a typical crystal has tolerance of 20-30 PPM.

     

    Seems Atari went with the odd frequency because: 3.579545 MHz is for NTSC interlaced, and 3.579575 MHz is for NTSC noninterlaced.

    http://www.rennes.supelec.fr/ren/fi/elec/docs/tvnum/i852_c.pdf Atari choose noninterlaced and doubled the scans to fake 480 resolution, FWIW someone was able to produce a test ROM that can do true 480 but it used too much processing power to be of use so (AFAIK) it was never used even in newer homebrewn.

     

    Modern TV tended to be more picky about old standard, maybe using the internaced frequency crystal would make some TV work while still staying with 2600's spec?

  5. I'm making them for myself, my thumbs kept falling off during rapid fire scene and I have only one controller with built in rapid fire, a Hot Stuff joystick but I don't like the fixed timing. I want variable timing and a few options so I whipped a proof of concept:

    8Ww6yti.png

    as seen in Eagle

     

    PC9FbkA.png

    t1aZ1Rj.png

     

    The connectors are soldered directly onto PCB, not the 90 degree angled connector so it's thinner by a bit. The board measures about .95 inches by 1.15 inches and is powered by ATTiny10 the smallest Arduino compatible chip (the largest available chip is a 6 pin package that is about half a grain of rice, and also comes in even smaller UDFN package

     

    Variable resistor for range from 2 fire per second to 30 fire per second (any higher and it'd be faster than screen frame!) No mod at all, just plug inline from 2600's controller port and should work with Sega controllers as well (sorry, not for 7800 games with 7800 controller, as that'd require different wiring)

     

    2 switches, one to turn on and off the rapid fire anytime, and one for hands-free firing so you don't need to hold the button (whether rapid fire is used or not).

     

    Ps if you're wondering why ATTiny10 instead of a classic 555 timer, the cost and power consumption are why. Digikey has ATTiny10 at 30 cents each. 555 timer starts at 37 cents each and would require 2 more parts (another resistor and a capacitor) so the final cost would have gone up a bit. And under normal operation ATTiny uses only about 30uA or roughly 1/1000th of what 555 normally draws. So that's a major perk for those with modded portable 2600 system running battery!

     

    This is still early in stage, I am still waiting on parts to finish up other projects I've started.

    • Like 1
  6. No, it looks like you are right in that they are beginning to mass produce them, so they should be available in larger batches shortly.

     

    Seems like you're still going to need to mod the system though.

     

    I've had PSIO for a long while now, I was among the lucky to get the very first batch. Yes, modding is needed because the hardware was never designed to have CD signal fed from the parallel port so a couple traces had to be cut so the PSIO can send CD signal from ISO to the hardware (and allow original CD to work when PSIO is removed)

     

    Requirement also includes PSX with parallel port so later models and PSOne can't use it. It is possible to integrate the PSIO inside but hard wiring about 50 wires correctly wouldn't be fun since Sony never made schematic available for us to figure out where's the right spot to wire in for each of the signals.

  7. They **could** run off batteries. ATMega chip I am using are designed to work from low voltage up to 5v. I went with 5v mainly because it's available and I can't use 12v that's also available on Intellivision consoles. It runs at 8MHz and will work down to 3.3v without an issue so 3 battery packs should be fine. You'd want to wire in a switch to cut battery off when not using it.

     

    The only issue I see is controllers. Genesis pad and Jaguar pad were designed for 5v and may not want to work at lower voltage. I'd need to check to be sure it'd still work at 4.5v from 3x batteries.

  8. What about Microvision? One would need to set up FPGA or something to emulate the CPU with menu ROM programmed, load the ROM file within CPU off SD card, then start the game.

     

    Microvision is an oddball system in that rather than separate permanent CPU in the main system and separate ROM on the cartridge, MB opted for a CPU that stores ROM inside so each cartridge had to have its own CPU. This makes homemade game virtually impossible since one would have to source obsolete CPU chips for programming games, and AFAIK those can't be re-programmed so if there's a bad burn or a serious bug in the game, you got to throw away burned CPUs.

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