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Blogs

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  • Gernots A500 game reviews
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  • Justclaws' Blog
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  • The Atari Strikes Back
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  • Zero One
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  • Atari Randomness
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  • Robert Hurst
  • waterMELONE's Blog
  • Robert M's Blog
  • This Is Reality Control
  • Flickertail's Blog
  • albaki's Blog
  • Animan's Blog Of Unusual Objectionalities
  • Dexter's Laboratory Blog
  • BTHOTU's Blog
  • Devbinks' Blog
  • ATASCI's Blog
  • Zach's Projects
  • a1t3r3g0's Blog
  • ATASCI's Blog
  • BuzzTron-451's Blog
  • The 7800 blog
  • --- Ω ---'s Blog
  • The Occasional Coder
  • 4Ks' Blog
  • Joystick Lunatic Software on AtariAge
  • carmel_andrews' Blog
  • mourifay's Blog
  • Zander's Blog
  • iratanam's Blog
  • Zsuttle's gaming adventures
  • The randomness that is Mr. 8-bit/16-bit.
  • junkmail's RDE&P Blog
  • Doctor Clu's Space Shows
  • bluetriforce's Blog
  • Lynxman's FlashCard Blog
  • TWO PRINTERS ONE ADAM
  • ubikuberalles' Blog
  • JagMX's Blog
  • Atari Jaguar Game Mascots
  • Worm Development Blog
  • The Wreckening
  • Learning fbForth 2.0
  • Eight Bit's Blog
  • roberto's Blog
  • splendidnut's Blog
  • mos6507's Blog
  • Incagold's Blog
  • The Atari Jaguar Game by Game Podcast
  • phaxda's Blog
  • lost blog
  • Syzygy's Story Blog
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  • Atarian Video Game Reviews
  • Mountain King's Blog
  • Guitarman's Blog
  • Caféman's Blog
  • The Southsider
  • IainGrimm's Blog
  • The World is Flat?
  • Robert @ AtariAge
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  • otaku's Blog
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  • Bidouille's Blog
  • otaku's Blog
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  • Zybex/Atariware Blog
  • revolutionika's Blog
  • XDK.development present Microsoft Xbox One Development
  • JagDiesel's Palace 2
  • thund3r's Blog
  • Song I Wake Up To
  • Sega_master's Blog
  • edweird13's Blog
  • Jeffrey.Shamblin's Blog
  • Deep into the Mind Game
  • edweird13's Blog
  • Important people who shaped the TI 99/4A World
  • Bob's Blog
  • That's what she said.
  • My blog of stuff and things
  • Rockin' Kat's Blog
  • Hitachi's Blog
  • David Vella's Blog
  • Push Me, Pullman
  • The (hopefully) weekly rant
  • Osgeld's Blog
  • (Insert stupid Blog name here)
  • Goochman's Marketplace Blog
  • CyranoJ's ST Ports
  • dgob123's INTV Blog
  • Marc Oberhäuser's Blog
  • InnovaX5's Blog
  • Random Terrain's Tetraternarium
  • Masquane's AtariAge Blog
  • Star_Wars_Collector
  • Odyssey Development Corner
  • satan165's Dusty Video Game Museum
  • Alp's Art Blog
  • Pacmaniax
  • lazyhoboguy's Blog
  • Excali-blog
  • GPD Comics Blog
  • Retail hell (The EB years)
  • STGraves' Blog
  • sergiomario's Blog
  • Vectrexer's Blog
  • Retro VGS Coleco Chameleon Timeline
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  • Game Maker to Game Dev
  • Geoff Retro Gamer
  • Days Atari Events
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  • Geoff1980's Blog
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  • Hulsie's Blog
  • Coleco Mini
  • Shannon's Blog
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  • Coleco Mini
  • Mord's Blog
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  • 7399MGM's Blog
  • liquidcross.com - blog
  • Why Are You Even Reading This?
  • 7399MGM's Blog
  • MIPS HEAVY INDUSTRIES
  • Xuel's Blog
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  • MayDay Today
  • GamingMagz
  • Ballblogɀer
  • javiero's Blog
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  • Great Exploitations
  • pacmanplayer's Blog
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  • TheLunarFox's Blog
  • Fultonbot's Atari Blog
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  • caver's Blog
  • Dmitry's Blog
  • Random Acts of Randomness
  • Atari 2600 for sale with 7 games 2 controllers
  • Kaug Neatos Crash Bandicoot Bandwagon
  • TROGBlog
  • A Ramblin' Man
  • lexmar482's Blog
  • hex65000's Blog
  • toiletunes' Blog
  • vegathechosen's Blog
  • Being Of The Importance Of Shallow Musing.
  • Justin Payne's Blog
  • Atari 2600JS
  • daclmi's Blog
  • ebot
  • Doctor Clu's Dissertations
  • 2600 in 2006
  • Markvergeer's Blog
  • schmitzi's Blog
  • Sayton's Blog
  • GEOMETRY WARS ATARI 2600
  • BNE Jeff's Blog
  • For whom it may concern
  • LEW2600's Blog
  • AverageSoftware's Development Blog
  • Osbo's Blog
  • Pac-Man Vs Puck-Man's Blog
  • FireBlaze's Blog
  • ataridude81's Blog
  • Bri's House
  • Atarimuseum.nl
  • Wiesbaden Gaming Lab
  • Les Frères Baudrand's Blog
  • Vorticon's Blog
  • SpiceWare's Blog
  • Secure Your E-Commerce Business With ClickSSL.com
  • TurkVanGogH GameZ's Blog
  • The Upward Spiral
  • raskar42
  • bow830's Blog
  • Web-Frickin'-Log
  • The P3 Studio
  • Arcade Attack - Retro Gaming Blog
  • Starosti 8bitového grafika
  • Bydo's Blog
  • MrRetroGamer's Blog
  • WWW.BUYATARI.TK
  • defender666's Blog
  • GG's Game Dev, Homebrew Review, Etc. Log
  • commodore & atari :)'s Blog
  • TheSSLstore - SSL certificates Validity
  • dazza's arcade machine games
  • Dusk2600's Blog
  • Chuplayer's Blog
  • Alcor450's Blog
  • GAMEBOT
  • pacman100000's Blog
  • The Outback
  • Lynx 20 years
  • POKEY experiments
  • -^CroSBow^-'s Hardware Videos
  • Songbird Productions
  • JPjuice23's Blog
  • Captain's Blog
  • SpaceInvader's Blog
  • Gary Mc's Blog
  • Memoirs of a Novelty Account
  • Retro point of view
  • arkade kid's Blog
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  • VampyricDreams666's Blog
  • MaXStaR's Blog
  • Second-Hand Shop
  • le geek's nonsense
  • SUB HUNTER in A8
  • Doctor Clu's BBS Trotter
  • Hardcore's Nostalgia
  • ScumSoft's Blog
  • Lunar eclipse of the mind
  • 4old-times-sake's Blog
  • The Social Gamer
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  • shadow460's Blog
  • Ping. Pong. Ping. Pong.
  • PhilipTheWhovian's Blog
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  • Troff the Shelf
  • Memoirs of an X register
  • mapleleaves' Blog
  • jacobus Indev
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  • Dallas' Blog
  • Pac & Pal for the Atari 2600 fan project
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  • drawscreen then reset
  • .:maus:.
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  • Retrogaming Ramblings
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  • Nabuko's Den
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  • Blog o' Buttons
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  • CJ's Ramblings
  • DarQ Massacres' Atari 2600 collection
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  • Atari Joe's Flippin' Sweet Blog
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  • Bobbety_F's Blog
  • When Robots Attack
  • dragging through the retro streets at dawn
  • Rose-Tinted Recollections
  • Flack's Daily Smack
  • Please Delete - Created by Accident
  • Young Guy Experiencing Atari
  • Jboypacman's Blog
  • Nerdbloggers
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  • Algus' Blog
  • atasciiview
  • Classic Stories
  • Jadedrakerider
  • 2600 games worse then E.t
  • Bruce Tomlin's Blog
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  • Brain droppings...
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  • FPGA video game console
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  • Maybe its a Terrible Tragedy
  • Funkmaster V's Gettin' Hip with tha Atari 7800
  • Mr. Pac-Man's Blog
  • Guru Meditation
  • AtariMI1978's Blog
  • JellE's Dwelling
  • - - - - - -
  • AtariMI1978's Blog
  • Gaming With Rogmeister
  • The 12 Turn Program: Board Game Addiction and You
  • vidak's Blog
  • Pengwin's Blog
  • Tezz's projects blog
  • 8-bit Computer System Colors in Food Coloring
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  • WebSiteRing
  • Arcade's Blog
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  • The Best Assembly Computer
  • R. Jones' Blog
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  • As time goes by ...
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  • Atari 2600 Collection Bulk Box/ Cartridge Sale
  • Awed Thoughts
  • Vic George 2K3's Blog
  • T.R.A.S.H Blog
  • super mario 64 level editor
  • Whoopdeedoo
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  • DJT's High Score Blog [Test]
  • My Inner Geek
  • imtron's Blog
  • Disjaukifa's Assembly Blog
  • A Raccoon's Retrocade Romp - AA Edition
  • My Vintage Game collection
  • GonzoGamer's Blog
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  1. This is a work in progress.. will be happy to add anything missing - Greg A few bits of information, rules and guidelines on posting. Short links to our sub-forums: TI-99/4A Computers http://ti99.atariage.com TI-99/4A Development http://dev99.atariage.com Please read the AtariAge site guidelines which apply to and are enforced in our subs. Our sub-forums are divided to help cater to the varied interests in our beloved platform. The parent sub-forum, TI-99/4A Computers, contains general information and conversation regarding the TI-99/4A and its siblings, such as the 99/2, 99/8, CC-40, and BASICALCS. The sub-forum TI-99/4A Development is for conversations, information, announcements, etc. pertaining to programming, tinkering, or the development of software or hardware for these computers. This division is not intended to be a separation of the community but rather a way for those who have little interest in development but moreso in general discussions to focus their time on the fun-zone, while those who take more interest in the deep-down nitty-gritty and not so much general shenanigans to focus their attention just the same. The rest of us can spend all the time we want and will peruse both subs with reckless abandon. Insofar as development is concerned, once hardware or software has been completed or is at least ready for general consumption, an announcement should be made in the general TI-99/4A Computers forum for all to partake. Further development and inquiries should still be continued within the TI-99/4A Development sub-forum. The forum leader will move threads to a more appropriate forum. This may also be done by request should a thread be started in the wrong forum by accident or the trajectory changes from general to development or vice-versa. The forum leader will also merge identical threads started in both forums into a single thread in the proper forum. Per AtariAge guidelines, please refrain from posting identical threads in both sub-forums as way to ensure the topic gets viewed. Many people already browse both subs, and if your topic pertains more to development rather than general, or vice-versa, the thread should exist in the appropriate forum. As well, multiple threads created on the same topic in the same forum will be merged. Regular members can edit a post for 60 minutes after submission. This allows you to fix any issues you may notice with the post right away. Subscribers can edit posts for 30 days. In the Marketplace and Programming forums you can edit your posts indefinitely, since the flexibility of allowing editing of posts outweighs the potential abuse of the edit functionality. If you make a duplicate post in a thread, which can happen by accident or some unforeseen technical glitch, report the post by clicking on the "report" link at the bottom of the post and indicate in the report that the post is a duplicate. If you are not a subscriber, please help support AtariAge by using the eBay BBCodes ebay, ebayseller, and ebaystore when posting links to eBay! Click here for more information. Anything you would like to share with your fellow 99ers but is seriously off-topic for the forum may be posted in the official off-topic thread, located here To find the most popular threads click on sort by and select most popular. All of us are ready and willing to provide answers to your TI-99 questions if we can, some will just chime in if they cannot, and others will just lurk. If you have any questions specifically pertaining to the operation of our forums, please feel free inquire of the forum leader via Private Message (PM,) or one of the global moderators. BEFORE POSTING QUESTIONS PLEASE READ THE UPDATED TI-99/4A FAQ HERE: https://www.arcadeshopper.com/wp/ti-99-4a-faq/
  2. I found this chip in an Atari 2600 clone board. I find it difficult to get its datasheet I guessed that this chip is a ROM because its name is similar to the most of flash chips in the market. what is its datasheet ?
  3. 32k sideport memory card: This is a public domain project. Open to anyone to learn from, build, sell, get rich, buy a boat... It is open for you to do as you please. The design files are on my personal project page. You have my permission. Product started shipping October of 2016 Sold through Arcadeshopper.com https://www.arcadeshopper.com/wp/?page_id=11#!/Sidecar-Peripherals-Cases-&-Power-Supplies/c/22255086/offset=0&sort=nameAsc My personal project page has design files, gerbers, BOM, etc: https://jedimatt42.com/downloads.html, https://jedimatt42.com/ti32kmem.html Available from Arcadeshopper.com in assembled and tested form, or kit form. See my project page for a video detailing how to assemble (if you are thinking about the kit form) -M@ ------- Original-ish 1st Post ---------- I feel we need a simple, public domain, 32k expansion that slaps onto the side of the 4a, or side of the speech synthesizer... So I've been trying to build one. There are a number of new cartridges that require the 32k memory expansion to function. And with the Flash ROM 99 EA5 conversion craze, a console with 32k on the side can suddenly play a much larger library of classic and new TI software titles. My intent is to build and offer finished product. I envision a vertical board about 3" high by 4" deep, chips to the right, edge connector to the left. And a jumper for external or internal power. -- I've started with the circuit on TI TECH PAGES, under http://www.unige.ch/medecine/nouspikel/ti99/mem32k.htm, scroll down to do-it-yourself-card. This circuit maps logically to what Tursi describes in http://www.harmlesslion.com/text/TI%2032k%20Mod.pdf from the best of my ability to tell. Of course, I'm not in a PE-Box with this, so I have no RDBENA to worry about. So I've reduced the circuit, using the remaining 3 single line buffers in the 74LS125 to buffer MENEN, WE, and DBIN, instead of the 3rd 74LS244. I believe I have all of the addressing correct, and can actually see the LED in the circuit activate when and only when I address memory in the expansion address ranges. However, I am having a real difficult time with the memory chip, and the data bus buffer 74LS245. Maybe some of you with more experience can spot what I'm doing wrong? It seems as though I'm stuck in high-impedance mode on the data bus buffer. It is not shown in this schematic, but I've got 0.1uf caps across Vcc and Vss on all of the chips. And I'm driving the board off of an external 5v regulated supply. I'm using a 62256 SRAM and not either the 55256 Theiry called for, or the CY7C199 from Tursi's circuit. They appear to be pinout compatible with the 55256. The address lines are numbered different in the CY7C199. Here is my first schematic: PDF if you want to look more closely: 32k-side-car-schematic.pdf And a picture of all my jumper wires in use for fun: I now believe paying $30 for the 4k of ram in my mini memory cartridge was worth it, since it came with Easy Bug -M@ ---- This post has the final schematic I designed the boards off of: http://atariage.com/forums/topic/254502-32k-expansion-for-the-side-port-released/?view=findpost&p=3590849 -M@
  4. Select all the different memory configurations for machines you own (multiple selections possible). Include any plug-and-play devices used to boost memory too. I've probably missed a few esoteric upgrades. If you don't see yours, just pick the next lower amount on the list. I know there are upgrades far above 1088K, but memory above 1088K is pretty meaningless at this point -- other than bragging rights. If you have something that isn't mentioned and you want to talk (or brag) about it, go ahead and post. You can also post about your specific memory upgrade type if you like (i.e. Rambo 256K, etc.).
  5. As anyone who has an Atari 600XL knows it only came with 16k. Good enough to run game cartridges but nothing else. Atari's solution was this little device that attached to the BUS adapter on the back. the Atari 1064. These are rather impossible to get a hold of these days (in fact I had a hard time just finding a picture) so the current procedure to up the memory is adding the memory internally. There are several ways of doing this, lotharek.pl/ has a nifty little chip that just installs under the 6502. Easy and not all that expensive (except the shipping). Another way which is harder is to install the 64k chips and slightly modify the motherboard. No easy here. Bending up pins off chips and soldering wires to them. The pathway of the true geek (who doesn't have much money as this cost only $7.00 shipped). Legal: I am not a professional but have had years of experience with computers. Still, use these instructions at your own peril. I assume no responsibility. STEP 1.) Put on a stax of wax (or MP3 player) with your favorite music. Mine is Episodes 1-6 of Star Wars by John Williams. I made it to Episode 3 before I had finished. Step 2.) Everything else. My tools; screwdriver, needle nose pliers, chip puller, small wire cutters, wire stripper, helping hand and solder station. My pile of notes and pictures: Now the Atari 600XL has 4 bolts holding the back cover along the edges. unscrew these and gentle remove the top since the top is attached to the motherboard via the, very delicate, keyboard cable. If you still have the metal shielding over the motherboard remove it via the bolts along the edge. I had previously removed mine and stored it. I, personally, find no reason to have it on the motherboard but it's up to you if you want to return the shield after the installation. Now disconnect the keyboard ribbon cable. The keyboard cable is attached to an edge card that is slotted into the motherboard. GENTLY rock the edge card out of the socket pulling on the edge card NOT THE RIBBON till the edge card comes loose. On to the main attraction, the motherboard and the chips. First is to remove the 2 x 16k chips and replace with the 2 new 64k chips. Chip location is U12 and U11. The location is noted on my note of the chip locations. NOTE: use a chip puller to keep from damaging the chips or the socket in removal. Here is a picture of one of the 16k chips is still in the clutches of the puller. Below is my map of the motherboard. I have marked the location of the chips on the map. See where the RAM chips are that need to be replaced. And another note: I got lucky in that all my chips were socket-ed. Yours may not in which case you will have to de-solder each chip. Unless you are a pro I would go with lotharek.pl/ solution (mentioned above) which is much easier. Desoldering a chip, unless you know what you are doing, always runs the risk of frying it. Now you can test the 600XL. The memory will still show as 16k (if you hook up the keyboard which I didn't) as you haven't setup the matrix yet. But you will be able to see if maybe you have a bad chip before you go further. Now comes the time that tries men's souls, pulling the support chips and soldering wires on the legs. The below map shows the location of the chips to pull and the wires to solder. I started with pulling up U5. This chip you bend up pin 3 (see mark) and solder on a wire to it. First thing is to prepare the wire by brazing the end and putting the shrink wrap on. below picture. This and next picture you see where I bent up pin 3 that I had pre-marked on the chip before pulling the chip. I pre-marked the pins on all the chips before I pulled them so that I would have no confusion of which pin is which compared to the picture. Also note the slight kink bend I put in the chip leg. this is to ensure the leg, which is much too long, doesn't accidentally touch the other chip when installed. I also cleaned the leg with alcohol to be sure to get a good solder. This is after I soldered on the wire and wrapped the leg in shrink wrap. When soldering the leg be sure to work as fast as possible. Too much heat on the chip can fry it. If you have a problem soldering on the wire take a break and let the chip cool before you try again. Oh, I forgot to take a picture of this but I held the chip with in the jaws of the helping hand to steady the solder. Next, carefully, reinsert the chip back into the socket. be sure all pins are in the slot except the one that is bent with the wire attached. Here is U5 and U6 both done. On U6 you bend up pin 10 and attach the wire just like the previous one. Now solder the two wires to the motherboard. U5 goes to the leftmost-C location (see above map) and U6 goes to the rightmost-J location. I just put a dot of solder on the spots then soldered on the wires into that dot. be careful NOT to let the solder bleed over into the other solder point or on one the traces on the board. on to the next and final chip mod modding the chip U16 pin8 (above picture. finished product, yes getting ahead of myself but picture of step went bad). Same as the other two, bend out straight. I this case no need for kink. Now the wire from U16 goes to resistor R36. Clip or un-solder the one end of the resistor. This is the end you solder/attach to the wire from U16. I clipped the resistor in the the below picture then bent it straight and soldered the wire to it (again see above picture of finished process). This is a picture of the resistor that U16 is being soldered to. Now it's ready to close up and test. Attach the keyboard back by putting the slotted connector back into it's slot, gently. Close up the 600XL and screw back in the 4 screws. Attach a power a sully and monitor cable and run ?FRE(0) which should now show 37902 and run the built in memory self test. You are all done. Rejoice and be glad as your 600XL now has as much memory as it's snotty big brother the 800XL. That is, if you didn't screw anything up.
  6. 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.
  7. There is a small hole in the rear of the case other than that it is perfect. The mem upgrade makes it a new machine. Comes with power supply. $100 obo. Thanks, 400_mem.mp4
  8. I've just acquired a Mattel Aquarius 16K ram cartridge but I'm not sure if it's working properly or not. When I type PRINT FRE(0) without the cartridge fitted I get 1724 (bytes - 1.7Kbytes). However, when I type the same command with the cartridge installed I get 11964, which is 11.7K. So does this mean I've only got an extra 10K instead of 16K?! Also, when I run a program to poke a value and then immediately read it from addresses 16384 to 32767, it fails to read the same value before it gets to address 32767 (the top of the memory allocated to the external 16K ram), somewhere in the mid 20000s I think. Any help gratefully received ?
  9. Physical release of the Double Symbol game for Sega Genesis and Mega Drive. Complete in Box with Manual and color card. The price per copy is $ 25 (+ $ 10 shipping). PayPal, MasterCard, VISA, Web Money, Qiwi ROM is available for download.
  10. How good are you at recognizing and remembering Christmas tunes? Compete against a family member or friend if you have one, or take on the computer in three difficulty levels in this memory game where you match 10 pairs of songs. In two player mode, you can choose to use one or two controllers. Hopefully mostly bug free, though one never knows for sure... Computer difficulty levels: 1 - Beginner, will pick tiles randomly regardless or not if those have been flipped before. 2 - Intermediate, will pick the first tile randomly. If it matches a previously seen tile, it has 50% chance of picking that one, otherwise it picks another random one. 3 - Advanced, will pick the first tile randomly. If it matches a previously seen tile, it will always pick that one which means after a while it will more or less clean the board. Download the ROM here: merry.rom
  11. I’m giving a 1040 STE Some TLC. 1) What version of TOS do I have (pictures) and what’s the best version to upgrade to? A version that handles years 2000+ would be nice. 2) She has only 1MB (pictures) where are good sources to purchase 4MB (4x 1M Simms)? And what specs/speeds are best? Existing TOS Existing 1MB of memory
  12. 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 1MB 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?
  13. Hi all, I've got a problem with a 600XL and I'm not sure how to solve it. When the machine is started up it immediately goes into the memory test and the 2nd ROM test is red as shown in the screen shot. Here's the things I've done: Swap GTIA with 800XL and chip works fine. Swap ANTIC and things work. Swap Pokey and things work. Swap Sally and things work fine. Swap PIA and things work fine. Swap BASIC ROM and things work fine. Swapped OS ROM and the 800XL had a black screen. Performed the composite mod from Best Electronics. Ordered new CO61598B from Best Electronics. The new CO61598B is giving the memory test failure. I did the composite mod to the 5-pin din and after the mod was done it booted to the Ready screen once, then the memory test failure each time after that. I've tried the new CO61598B in the 800XL and it does the same thing. I haven't tried the CO61598B from the 800XL in the 600XL because I'm afraid that something in the 600XL is blowing out the chip. Is there anything I can check to make sure that there isn't something in the 600XL causing the problem with the OS ROM? Thanks for your help, I appreciate you reading through this long post.
  14. So I've got myself a new, or to me at least, Atari 800XL PAL (Manf. Taiwan) version that seems pretty much untouched. I've just built an SIO2PI, and SIO2Arduino to start getting software on to it but with regards to memory and video upgrades I'm a bit lost with all of the options mentioned in the forums. Firstly with the video. I've got an s-video to VGA converter which I want to use, and I've seen a lot of recommendations to go the way of UAV but as I understand Bryan's got a lot going on these days and won't be producing more boards until next year at the earliest. I took a quick look at the s-video modifications thread which started in 2009 but it's really hard to figure out what the latest suggestions/methods are in this thread with a number of changes made in the last few years. Unfortunately Sophia is out of price range for me at the moment, especially with shipping and import taxes where I'm located. What are the options for improving the video signal these days? Homebrew/DIY preferred over trying to get boards into the country. Secondly, I'd like to upgrade the memory a little. Again, U1MB seems to be the go for solution these days but though the board is only $80 I'm looking at another $100 on shipping and customs fees. Looking at the stuff I want to do, 256K would be sufficient but I've no idea if there's any highly compatible, reasonably straight forward upgrades currently available, or again homebrew/DIY. Soldering is not an issue so not necessarily needing plug-in solutions. Anyway, great to be accepted into the community; the last one I was part of was the FaST club in the UK back in the 90's but feel more at home with my 800XL on my desk. Any help or advice on getting started also gladly accepted.
  15. I'm in the market for a PSP. I'm looking for the 1001 model. Feel free to pm me with any questions or offers.
  16. On Hold I have this left over from my previous sales. It works great. This includes the box and piece of paper which I forgot what it said. I'm just trying to pay off my credit card and any kind of loose change is fine with me. PM me if you have any thoughts or questions. Thanks for looking! Saturn Action Replay 4M Plus $40 shipped ready to go!
  17. Hi, I have no image with memory mod. the 5v drop down to 2.5/2.7 in pin8 of each memory/slot. Is this value under load ok? ..mmmmmm Removing the 4516 ic the system "start" with black screen. And the chips are very hot after a few minutes on. The mod is about quit L2 and L3 and join +5v point. May be a part of the 5v is lossing on the way, may be a short circuit. But with 4116 are no problem. The system start normally. Any help?
  18. Extra Vertical Lines using left over 4bytes of memory on each side of screen? I recall reading somewhere a while back, that there is a tiny bit of memory leftover after startup that allows you to get 2 vertical lines on each side of the screen. Does anyone know what I'm talking about? And if so, would you please tell me how? I know it was something very, very simple.. but I just can't remember. Thanks.
  19. Does anyone have a list of the various ROM sizes (memory capacity) of classic video game cartridges, preferably in bytes? Looking for Channel F, Intellivision, NES is probably an easy look-up, etc.. I was hoping for a list. Can anyone point me to one? Thanks!
  20. I always knew that TI BASIC used the VDP RAM for most things. I also believed that the VDP RAM was a big contributor to the slow performance of TI BASIC. So I decided to create some code for CAMEL99 Forth that would let me create variables and strings in VDP RAM using the same kind of code that is used by Forth for this purpose. Here is the code that creates the memory allocation commands. The actual words are the like the Forth equivalent but they have 'V' prefix. HEX 1000 CONSTANT VBASE 37D7 CONSTANT VENDS ( this allows 10k of VDP RAM for data) VARIABLE VP ( VDP memory pointer) : VHERE ( -- addr) VBASE VP @ + ; ( returns next available VDP addr) : VALLOT ( n --) DUP VHERE + VENDS > ABORT" VDP MEM FULL" ​ VP +! ; I needed a way to create a variable and a buffer to hold a string. I also made a buffer creator for CPU RAM while I was at it. : VDPVAR: ( -- Vaddr) VHERE CONSTANT 2 VALLOT ; : VBUFFER: ( n -- Vaddr) VHERE CONSTANT VALLOT ; : BUFFER: ( n -- addr) CREATE ALLOT ; ( CPU ram buffer creator) CAMEL99 already has ASM code that is equivalent of fetch and store for integers that operate in the VDP RAM. ( V@ and V!) but I needed routines to move a string from Forth into VDP ram with the count byte included. I also needed a way to GET it back into Forth. While I was at it I made a PRINT for both kinds of strings. ( PLACE a string from CPU ram into VDP ram as a counted string) : VPLACE ( adr len vdp-addr -- ) 2DUP VC! 1+ SWAP VWRITE ; ( GET a counted string from VDP ram and return address and count on stack) : VGET ( V$ -- addr cnt ) DUP VC@ PAD SWAP 1+ VREAD PAD COUNT ; ( syntax candy) : VPRINT ( VDP$ -- ) VGET TYPE ; ( print a VDP string ) : PRINT ( cpu$ -- ) COUNT TYPE ; ( print a CPU string) Then I created variables and buffers in each memory space. DECIMAL VARIABLE X VARIABLE Y 50 BUFFER: B$ VDPVAR: Q VDPVAR: W 50 VBUFFER: A$ Below is the test code which completely blew away my assumptions about the speed of VDP RAM. For integers there is a pretty big hit as you can see. 50 to 75% slower in VDP ram. BUT there is only about a 9% slowdown when using VDP RAM for string storage! I am really surprised. This ran on CLASSIC99. Maybe somebody can tell me if real hardware would show the same kind of results. BF NOTE: Both Forth routines PLACE and VPLACE use ASM code to do the actual byte-by-byte movement of data. Forth only massages the parameters on the stack for the Assembly code to pick them up. DECIMAL ( integer store and fetch test) : CPU_R/W ( n -- ) 10000 0 DO I X ! X @ DROP LOOP ; ( 4 SECS) : VDP_R/W ( n -- ) 10000 0 DO I Q V! Q V@ DROP LOOP ; ( 6 SECS) ( test integer to integer transfer speed) : CPU_A->B ( n -- ) 10000 0 DO I X ! X @ Y ! LOOP ; ( 4.5 SECS) : VDP_A->B ( n -- ) 10000 0 DO I Q V! Q V@ W V! LOOP ; ( 7.9 SECS) ( test write a string to VDP RAM) : VDP$ ( -- ) CR S" Initial A$ string." A$ VPLACE CR A$ VPRINT 5000 0 DO S" This string was placed into VDP RAM 5000 times." A$ VPLACE LOOP CR A$ VPRINT ; ( 11.4 SECS) : CPU$ ( -- ) CR S" Initial B$ string." B$ PLACE CR B$ PRINT 5000 0 DO S" This string was placed into CPU RAM 5000 times." B$ PLACE LOOP CR B$ PRINT ; ( 10.6 SECS)
  21. What is the standard practice when configuring memory for programs written in assembly on the Atari 8bit? I can think of three ways to do it: Static definition, macro driven and allocation at run time. -The first two are akin to hardcoding and would still have to be compiled for a specific memory size. For example, if you had a game that could fit in 16k, you would just set your RAMTOP, Screen Memory, Player memory, etc accordingly and it should run on any Atari 400, 800, XL, XE that had 16k or more memory. Is this correct? -Would there be any advantage, in terms of compatibility, to using the third (runtime allocation)? In assembly, I see this as a slight disadvantage because references to screen memory, player location, etc. become more difficult or add cycles using indirect indexing.
  22. Im trying to learn how to use bank switching in Action! ; PORTB banking bit scheme ; SLF,NA,ANT,CPU,BNK,BNK,BAS,OS = FLDS ; 7, 6, 5, 4, 3, 2, 1, 0 = BNUM ; 128,64, 32, 16, 8, 4, 2, 1 = BVAL ; 1, 1, 1, 1, 0, 0, 1, 1 = 243 M ; 1, 1, 1, 0, 0, 0, 1, 1 = 227 1 ; 1, 1, 1, 0, 0, 1, 1, 1 = 231 2 ; 1, 1, 1, 0, 1, 0, 1, 1 = 235 3 ; 1, 1, 1, 0, 1, 1, 1, 1 = 239 4 MODULE ; Bank switch defines DEFINE PORTB = "$D301" DEFINE BANKM = "243" DEFINE BANK1 = "227" DEFINE BANK2 = "231" DEFINE BANK3 = "235" DEFINE BANK4 = "239" PROC Main() BYTE ARRAY bMem(16384)=$4000 ; Set bank 1 memory Poke(PORTB,BANK1) SetBlock(bMem,16384,50) ; Set bank 2 memory Poke(PORTB,BANK2) SetBlock(bMem,16384,51) ; Set bank 3 memory Poke(PORTB,BANK3) SetBlock(bMem,16384,52) ; Set bank 4 memory Poke(PORTB,BANK4) SetBlock(bMem,16384,53) ; Set bank M memory Poke(PORTB,BANKM) SetBlock(bMem,16384,49) RETURN When I compile and run this in the Action! monitor, it works fine. PORTB is correctly set at 243, and 4000 to 7FFF is filled with 49. When I include it in a larger program, with the Action! runtime, it crashes the machine. At crash, PORTB is 227, and 4000 to 7FFF is filled with 0. I think its crashing on the SetBlock for bank 1 "SetBlock(bMem,16384,50)". So two questions. 1) Am I doing this right? 2) What could be causing it to crash when in a larger program using the runtime?
  23. 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
  24. Hello, I was wondering, if the Atari 1064 Expansion memory for Atari 600XL, could be used in any Atari 800XL, improving the Atari 800XL RAM, or not work? Any comment, suggest, are welcome. Thanks! Regards.
  25. Hey everybody, I apologize if anyone has asked these question before -- I tried searching with limited success. I am working on writing a roguelike for the INTV, now using IntyBASIC ideally to be part of the contest. The problem is that the program I want to write, including its art assets, is kind of huge and unwieldy and I have genuine worries that I'm not going to be able to cram everything I'd like into the address space. The IntyBASIC manual has this to say about the subject: The memory_map.txt file in the SDK, however, has what appears to be a much larger selection of addresses: So, the questions I have: Does IntyBASIC attach to the areas listed in the memory map but not listed in its documentation ($4000-$4FFF, $7000-$7FFF, $8040-$9FFF) in order to store variables? What about its prologue/epilogue routines? Clearly those routines have to go somewhere, but I'm a little confused about what determines where they show up. The prologue looks like it starts at $5000 and it looks like the epilogue is using some of the address space in the $4000 block to store some routines, but is there any extra space that can be squeezed out of these areas? There is no ORG directive at the beginning of the epilogue. Do those routines just go wherever the compiler's location counter happens to be pointing when it goes to include this? Will I need to worry about the epilogue writing itself to bizarre or inappropriate places if my code stops near one of the memory boundaries, or will the BASIC compiler make sure that doesn't happen? Where is the entry point for IntyBASIC programs? I'd like to make a custom title screen if possible. If I start my program with ASM ORG $7000, will it begin execution there and bypass the EXEC? (Does IntyBASIC need the EXEC?) I noticed that there's some code at $4800 in the epilogue pertaining to the Intellivoice, but it looks like it may not be present if the Intellivoice isn't used. (I realize half the reason for using BASIC instead of assembly language is to not have to worry about fiddly details like this, but I want to make good, appropriate decisions about how to organize my program and figure out what all I will be able to include as far as assets go before I begin any major coding.) Thanks a bunch!
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