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  1. Atari Systems

    1. Atari General

      A general discussion for Atari-related topics that aren't covered by a specific Atari console or computer forum.

      20.5k
      posts
    2. Atari 2600

      The Atari 2600 is the system that started it all for Atari, and is by far the most popular classic gaming console. This forum covers all 2600 systems produced by Atari, as well as 2600-compatible consoles produced by third-parties.

      708.4k
      posts
    3. Atari 5200

      The Atari 5200 was Atari's second cartridge-based game console. Based on the Atari 8-bit computer line and labeled the "SuperSystem", the 5200 was Atari's answer to growing competition in a market they were losing control over.

      91.5k
      posts
    4. Atari 7800

      The Atari 7800 ProSystem is a contemporary of the Nintendo Entertainment System and the Sega Master System. Based on extensive feedback from Atari customers, the 7800 features a streamlined design, backward compatibility with the 2600, a powerful graphics processor, and simplified controllers.

      171.4k
      posts
    5. Atari Lynx

      Lynx was Atari's first portable game system, and world's first color handheld. It was designed by Epyx and the engineers who created the Amiga. Ahead of its time, the Lynx sported a backlit color screen, stereo sound (in model 2) and an impressive range of games. Check out our rarity guide or explore many games listed on Atari Gamer.

       

      73.3k
      posts
    6. Atari Jaguar

      Atari's last game console, the Atari Jaguar represented a huge leap in technology from previous offerings. Featuring a 64-bit architecture, the Jaguar had great potential, but its power was difficult to tap. Even then, many great games were released and the Jaguar has an avid fan base today.

      218.8k
      posts
    7. Atari VCS

      Discussion forum for the new Atari VCS console.

      18.9k
      posts
    8. Dedicated Systems

      Before Atari produced the famous 2600, they created many standalone consoles such as Pong, Speedway, and Stunt Cycle. Recently, Atari has been creating new dedicated consoles, such as the Atari Flashback.

      36k
      posts
    9. Atari 8-Bit Computers

      Atari's original 8-bit computer line, featuring the Atari 400, 800, XL, and XE series of computers. Powerful and well-engineered, the Atari 8-bit computers are still popular with fans today!

      685.9k
      posts
    10. Atari ST/TT/Falcon Computers

      Atari's next generation computer line, the Atari ST computers were based on the Motorola 68000 series chips, the same as the Macintosh at the time. The ST would also be followed by the TT and Falcon.

      66k
      posts
    11. Atari Portfolio

      The Atari Portfolio is a palmtop, IBM PC-compatible portable computer released by Atari in 1989, the world's first palmtop computer!

      556
      posts
  2. Classic Consoles

    1. Classic Console Discussion

      Discussion of classic gaming consoles outside the Atari realm.

      425.2k
      posts
    2. ColecoVision / Adam

      Coleco launched the ColecoVision in 1982, with the console quickly becoming popular due to its library of arcade ports. The ColecoVision has a large homebrew following today.

      132.6k
      posts
    3. Intellivision / Aquarius

      This forum is for discussion of the Mattel Intellivision, Atari's primary competitor against the 2600, as well as the Mattel Aquarius computer. Intellivision systems include the original Intellivision, Intellivision II, INTV III, and the Sears Super Video Arcade.

      280.2k
      posts
    4. Bally Arcade/Astrocade

      Discussion forum for the Bally Arcade/Astrocade console.

      3.7k
      posts
    5. Odyssey 2 / Videopac

      Discussion revolving around the Odyssey 2 / Videopac G7000/G7400

      7.7k
      posts
    6. Vectrex

      Discuss the world's only vector-based video game console here!

      12.3k
      posts
    7. Nintendo Entertainment System (NES) / Famicom

      Discuss Nintendo's first cartridge-based system, the NES, here!

      12.1k
      posts
    8. Super Nintendo Entertainment System (SNES) / Super Famicom

      Discuss Nintendo's second cartridge based system here!

      6.5k
      posts
    9. Sega Genesis

      Sega's popular fourth-generation 16-bit system, would ultimately compete head-to-head with the Super Nintendo.

      14.7k
      posts
    10. 3DO Interactive Multiplayer

      Discussion forum for the 3DO console and the unreleased Panasonic M2

      3.6k
      posts
    11. Dreamcast

      Discussion for the SEGA Dreamcast console.

      1.2k
      posts
    12. SMS High Score Club

      Join the Sega Master System High Score Club today!

      2.4k
      posts
    13. TG-16/PC Engine High Score Club

      Compete for high scores on the TurboGrafx-16 and PC Engine!

      1.4k
      posts
  3. Classic Computing

    1. Classic Computing Discussion

      Use this forum to discuss the plethora of classic computers outside of Atari 8-bit offerings. These include the Apple II, Commodore 64/128, Amiga, TI 99/4a, MSX, TRS-80 and others.

      41.3k
      posts
    2. Apple II Computers

      Discussion for Apple's 8-bit computer line.

      14.1k
      posts
    3. 239.6k
      posts
    4. Commodore 8-bit Computers

      Discussion for Commodore PET, Vic-20, Commodore 64, Commodore 128, and other 8-bit Commodore systems.

      17.4k
      posts
    5. Commodore Amiga

      Discussion for Amiga Computers, CDTV, and CD32

      7.8k
      posts
    6. Tandy Computers

      Discussion for Tandy computers, including the TRS-80 Models I, II, III, and 4, Color Computers, and Model 100.

      7.9k
      posts
  4. Modern Consoles

    1. Modern Gaming Discussion

      This forum is for discussion of all modern game systems, including gaming on consoles and computers.

      232.6k
      posts
    2. Sony Playstation 5

      Discuss Sony's Playstation 5 console here!

      859
      posts
    3. Xbox Series S/X

      Discuss Microsoft's latest Xbox Series S and X consoles here!

      725
      posts
    4. Atari VCS (Redirect)   (8,834 visits to this link)

      Discussion forum for the new Atari VCS console.

    5. Nintendo Switch

      Discussion about Nintendo's latest game console and games.

      10.2k
      posts
    6. Microsoft Xbox One

      Discussion forum for the Xbox One.

      3.3k
      posts
    7. Sony PlayStation 4

      Talk about the Sony Playstation 4 here.

      3.4k
      posts
    8. Microsoft Xbox 360

      Discussion about the Microsoft Xbox 360 (not including the original Xbox).

      22.4k
      posts
    9. Sony Playstation 3

      Please discuss the Sony Playstation 3 and games here.

      13.4k
      posts
    10. Nintendo Wii / Wii U

      Discussion forum for the Nintendo Wii and Wii U consoles and games.

      27.5k
      posts
  5. Gaming General

    1. Gaming General Discussion

      Gaming discussion not covered by other specific gaming forums.

      3.1k
      posts
    2. Arcade and Pinball

      Many of us grew up pumping quarters into arcade games, and here's where you can discuss all your favorites. From Pong to Pinball to the latest arcade games, if it has a coin slot, then you're at the right place!

      46k
      posts
    3. Emulation

      Emulators allow you to experience classic games on modern PCs (and other devices!) Discuss the latest emulator developments and ask questions about emulation here!

      31.7k
      posts
    4. Hardware

      This forum is for discussion of hardware at a more technical level than you'll find in the other forums. If you have a hardware question you'd like to ask or have some interesting knowledge you'd like to share with others, post it here!

      33.3k
      posts
    5. Prototypes

      Ever wondered about all those games that were announced but never released? Or games that have been discovered over the years that no one even knew existed? Or have you discovered a new prototype that no one's seen yet? Here's the place to talk about prototype games, led by Tempest of AtariProtos.com.

      16.6k
      posts
    6. Gaming Publications and Websites

      This forum is for discussion of gaming related magazines, books, websites, and other publications.

      19.9k
      posts
    7. International

      Internacional - Internazionale - Internationaal - Internasjonal - This forum is for discussion of classic and modern gaming in languages other than English.

      4.6k
      posts
  6. Marketplace

    1. Buy, Sell, and Trade

      Please use this forum as a tool to buy, sell, and trade games and hardware.

      241.3k
      posts
    2. Auction Central

      Use this forum to discuss auctions on eBay. Have something up for auction you'd like to share? Post it here! You can also highlight amusing, off-the-wall, or interesting auctions that others may want to hear about!

      170.5k
      posts
    3. Wanted

      Use this forum to post a list of the gaming hardware and software you're looking for!

      51k
      posts
    4. Free Games and More

      Spreading the Love with Free Games and other items.

      2.5k
      posts
    5. User Feedback Forum

      Please use this forum to leave feedback about other users on AtariAge that you've had good and/or bad experiences with. Please read the sticky at the top of this forum before posting!

      14.4k
      posts
  7. Community

    1. Events

      Use this forum to discuss gaming events of all types, including expos revolving around classic gaming, events catering to modern systems, arcade expos, and local gatherings of collectors getting together or a day of gaming.

      23.5k
      posts
    2. Show Us Your Collection!

      If you're a repeat visitor to AtariAge, it's likely you also collect classic games and systems. Here's your chance to show off to the rest of the community your collection!

      16.4k
      posts
    3. Member Blogs

      As members update their Blogs, messages will be posted in this forum so you can more easily keep tabs on who's writing what!

      11.9k
      posts
    4. 2.4k
      posts
    5. 6.7k
      posts
    6. Contests

      These forums are for discussing and participating in contests started by AtariAge, contests run by forum members, and of course, the weekly High Score Contests!

      15.3k
      posts
    7. User Groups

      This forum and its subforums are for classic gaming and computing user groups. Find people in your area who share your love of this hobby!

      2.7k
      posts
    8. AtariAge News Discussion

      Discuss news posted on the front page of AtariAge!

      • No posts here yet
    9. User Submitted News

      Please submit classic gaming news here!

      125
      posts
  8. Game Programming

    1. Homebrew Discussion

      Here you can talk about homebrew games that don't have their own forums allocated (which will be most of them). Have an idea for a game that you'd like to see someone program? Are you programming a game and want some feedback? Discuss it here!

      53.8k
      posts
    2. Programming

      The programming forums are technical discussions of programming various classic gaming consoles. The more popular consoles have their own dedicated programing forums, so please only use this forum for topics that fall outside of those forums.

      7k
      posts
    3. Hacks

      A hack is an existing game that has somehow been modifed in terms of graphics, colors, sounds, and/or gameplay. If you've modified a game and would like to share it with others, or have an idea for a modification you'd like to see done to an existing game, you can discuss it here.

      23.9k
      posts
  9. Site

    1. Announcements

      Important site or forum-related announcements will be posted here. If you see a new announcement, please stop by to read it!

      6.5k
      posts
    2. Forum Questions and Answers

      Have a question about how to use the forum?  Ask here and others can answer (including admins and mods!)  

      686
      posts
    3. AtariAge Store Discussion

      We'll post announcements about the AtariAge Store here, and you can also post your questions and comments about the store in this forum as well.

      350
      posts
    4. Site and Forum Feedback

      Do you have suggestions for how AtariAge can be improved? Please post them here, as well as criticisms, and kudos about the web site!

      17.5k
      posts
    5. Rarity Guide

      The AtariAge Rarity Guide is a living, breathing document! If you have feedback regarding rarity guide values and the database in general, please discuss it here!

      8.2k
      posts
    6. Archived Forums

      Resting place for forums that have have run their course and are archived here for reference.

      547
      posts
  • Recent Status Updates

    • TheGameCollector

      I finished uploading my August 2022 gaming videos playlist. That month I played a lot of Sonic. First, taking up the most videos I finished up my first playthrough of the launch version of Sonic Origins, then played the Sonic Triple Trouble 16-bit fan game and Esrael's then-current version of his Sonic Delta Reloaded hack, plus I started the Donkey Kong Country: The Trilogy fan game and made more progress in Pokemon Yellow.
       
      1. This update has no replies.
    • Charlie Cat

      *Sigh* it's Monday. 
       

      1. This update has no replies.
    • 7800Knight

      Why did Johnny Rotten and Bananarama never go on tour together?  They could have called it - the Rotten Banana Tour!
      1. aeberbach

        Banarama probably had too much artistic integrity to work with him...
      2. John Stamos Mullet

        Because Bananarama only went on one proper world tour for 6 months at the beginning of 1989 ending in May 1989, and didn't tour again until 1999/2000's. Johnny Rotten was in studio recording PIL's album until October 1989.
      3. Atarian7

        "It's a cruel summer, leaving me here on my own..."
    • bent_pin

      Can you imagine a world without hypothetical situations?
      1. This update has no replies.
    • SlidellMan

      How to fix a dead arcade game:
       
      1. SlidellMan

        For those restoring a Pole Position/Pole Position II.
  • Recent Posts

    • What does the TRAP instruction do?
    • Yep.  Overall I think the whole idea and concept is awesome, for the original currently available system, and any forthcoming app / VCS integration.  I just wish the reception by the general public was better than what it appears to be from my brief look into it.  Maybe with the help of Atari's ownership stake, they can get some more traction in the market.
    • I'm assuming that you mean that it was a standard Atari 800 computer with standard 5200 OS ROM, right?   I've made an experiment. Instead of adapting these Tempest ROMs to the standard 5200, I went the other way. I took the 5200 BIOS ROM and prepended it with 8 KB of emptiness, to be able to use it as a 10 KB 400/800 ROM in an emulator. I also replaced all the references to GTIA and ANTIC addresses with the proper values for the 800 computer; otherwise the system would not boot. I used this modified ROM as an OS ROM for the 800 computer, so now I am having a somewhat plausible recreation of the Atari 800 Black Box system 🙂   Then I loaded the Tempest ROM from the first post, selecting "Standard 16 KB cartridge" as its type (specifically I did not choose any of the "5200 cartridge" types). And voila! the game booted, with the 5200 splash screen and all.   Of course, the controller incompatibilities immediately come into play: the console expects paddle inputs instead of standard joystick, and to simulate pressing the 5200 keypad keys, one needs to press multiple keys on the keyboard simultaneously. So to simulate the 5200 joystick: - Directions: use paddles - Bottom fire: press Fire on joystick - Top fire: press Shift and Break - Start: press F and H - Pause: press = and V - Reset: press Inverse Video and R - 1: press 2 and 1 - 2: press Esc and 5 - 3: press 3 and 6 - 4: press X and Z - 5: press Backspace and 8 - 6: press 0 and 7 - 7: press W and Q - 8: press Tab and T - 9: press P and U - *: press / and Inverse Video - 0: press F2 and K - #: press . and N   With that in mind, I've checked both Tempest ROMs. "temp.bin" appears to be an early demo with invinciblity and very limited enemies programmed in. "demo.bin" is more advanced, but still the variety of enemies is limited and there is invincibility.   Attached is the modified 5200 BIOS ROM for use as a 400/800 OS, if anyone wants to test the game themselves. Atari 5200 rev1 black box.rom
    • To quote the Tragically Hip, here: "in the Dark".
    • You'll have to wait and see.  I don't want to spoil it. 
    • Medieval Mayham? Marble Craze? Brik?🤔
    • And the subroutines: SPKINT        INITIALIZE ALL VARIABLES USED BY SPK/EXAMIN SPKPTR        FIX FRAMAD/FRAMBT SO THEY POINT TO THE NEXT FRAME SPKCLR        CLEAR UNUSED BITS IN A-REG EXAMIN        EXAMINE SPEECH DATA BYTE FOR PRESENCE OF END-OF-FRAME GNXT8         GET NEXT 8 SPEECH DATA BITS INTO A-REG VSPTS         WAIT FOR SPEECH STATUS VSPOUT        ? write a speech byte       *--------------------------------------------------* * SPKINT SUBROUTINE * * INITIALIZE ALL VARIABLES USED BY SPK/EXAMIN * *--------------------------------------------------* SPKINT EQU $ MOV %49,FRMLEN CLR BITPNT CLR ENERGY CLR REPEET CLR PITCH RETS PAGE *==================================================* * GNXT8 SUBROUTINE: * * GET NEXT 8 SPEECH DATA BITS, LEAVE IN A-REG * * TEMP3 = ADDRESS * * TEMP2 = BITPOINTER (7-0) * *==================================================* GNXT8 EQU $ LDA *TEMP3 GET NEXT BYTE OF DATA INC TEMP3 ADC %0,TEMP3-1 INCREMENT DATA ADDRESS MOV TEMP2,B BIT POINTER -> B JEQ GNXT8B IF BITPNTR=0, ALREADY ALIGNED MOV A,TEMP2-1 STORE AWAY 1ST BYTE LDA *TEMP3 GET 2ND BYTE, DONT INC ADDRESS GNXT8A EQU $ RR A BIT 0 OF 2ND BYTE TO CARRY RRC TEMP2-1 SHIFT INTO TEMP RESULT DJNZ B,GNXT8A DO "BITPOINTER" TIMES MOV TEMP2-1,A GNXT8B EQU $ RETS *==================================================* * SPKPTR SUBROUTINE: * * FIX SPEECH FRAME POINTERS FRAMAD/FRAMBT * * SO THEY POINT TO THE BEGINNING OF THE * * NEXT FRAME COMING UP * * 1. FRAMAD := TEMP3 * * 2. FRAMBT := ENDFRM + TEMP2 * * 3. IF ENDFRM = 0 THEN FRAMBT := FRAMBT + 8 * * (THIS IS BECAUSE ENDFRM WAS PREVIOUSLY 8) * * 4. IF FRAMBT <= 7 THEN FRAMAD := FRMAD - 1 * * ELSE FRAMBT := FRAMBT - 8 * *==================================================* SPKPTR EQU $ MOVD TEMP3,FRAMAD MOV ENDFRM,FRAMBT ADD TEMP2,FRAMBT MOV ENDFRM,ENDFRM JNE SPKPT1 ADD %8,FRAMBT SPKPT1 EQU $ CMP %7,FRAMBT JP SPKPT2 DECD FRAMAD FRAMBT <= 7 JMP SPKPT3 SPKPT2 EQU $ FRAMBT > 7 SUB %8,FRAMBT SPKPT3 EQU $ RETS *==================================================* * SPKCLR SUBROUTINE: * * CLEAR UNUSED BITS IN A-REGISTER * *==================================================* SPKCLR EQU $ CLR TEMP2-1 USE TEMP2-1 AS BIT MASK MOV ENDFRM,B IF ENDFRM=0, JUST RETURN JZ SPKCL2 "00" IN A-REG (ALL BITS FREE) SPKCL1 EQU $ SETC E.G. 00000111 <--- SHIFT RLC TEMP2-1 "1"S LEFT DJNZ B,SPKCL1 SPKCL2 EQU $ AND TEMP2-1,A CLEAR UNUSED BITS IN A-REGISTER RETS *==================================================* * EXAMIN SUBROUTINE: * EXAMINES A SPEECH DATA BYTE FOR PRESENCE OF * * END-OF-FRAME. * INPUTS: * ENDFRM = THE BIT POSITION TO START EXAMINING, * USUALLY 0, BUT CAN BE IN RANGE 0-7 * OUTPUTS: * STOPCD = 0 IF STOP CODE NOT FOUND * STOPCD <> 0 IF STOP CODE FOUND * ENDFRM = 0 IF END-OF-FRAME NOT FOUND * ENDFRM <> 0 IF END-OF-FRAME FOUND * ENDFRM VALUE IS BIT POSITION FOR NEXT * AVAILABLE BIT IN VALUE EXAMINED * (ENDFRM=8 MEANS FRAME ENDED ON LAST BIT) * * CALLING SEQUENCE: * MOV %DATA,A MOVE SPEECH DATA TO A * MOV %8,B NUMBER OF BITS TO EXAMINE * CALL @EXAMIN CALL EXAMINE ROUTINE * MOV ENDFRM,ENDFRM CHECK ENDFRM * JNE ENDF IF NOT ZERO, END-OF-FRAME * FOUND * EXCEPTIONS AND CONDITIONS: * BEFORE SENDING FIRST BYTE OF A NEW SPEECH * PHRASE, CALLER MUST INITIALIZE: * MOV %49,FRMLEN SET FRAME LENGTH TO 49 * CLR BITPNT SET BIT POINTER TO O * CLR ENERGY SET UNPACKED ENERGY TO O * CLR REPEET SET UNPACKED REPEAT TO O * CLR PITCH SET UNPACKED PITCH TO O * CLR ENDFRM ENDFRM TO 1ST BIT POSITION * *==================================================* * *--------------------------------------------------* * BIT MASKS FOR "ORING" INTO ENERGY/PITCH REGISTERS* *--------------------------------------------------* BITO EQU >01 0000 0001 BIT1 EQU >02 0000 0010 BIT2 EQU >04 0000 0100 BIT3 EOU >08 0000 1000 BIT4 EOU >10 0001 0000 BIT5 EQU >20 0010 0000 * EXAMIN EQU $ PUSH A SAVE INPUT COPY OF "A" PUSH TEMP2-1 SAVE INPUT COPY OF "TEMP2-1" PUSH TEMP2 SAVE INPUT COPY OF "TEMP2" PUSH TEMP3 SAVE INPUT COPY OF "TEMP3" PUSH ENDFRM SAVE INPUT COPY OF "ENDFRM" MOV %8, TEMP2 TEMP2 IS THE LOOP COUNTER SUB ENDFRM,TEMP2 TEMP2 := (8 - ENDFRM) CLR TEMP2-1 CLR STOPCD * page break CLR TEMP2-1 TEMP2-1 IS # OF BITS EXAMINED CLR STOPCD ASSUME STOP CODE NOT FOUND *---------------------------------------------------* * MUST SHIFT INPUT BYTE RIGHT BY "ENDFRM" BITS * *---------------------------------------------------* MOV A, TEMP3 GET TEMP COPY MOV ENDFRM,ENDFRM ENDERM = 0 ? JZ NXTBIT YES, ALREADY SHIFTED EXAMI1 EQU $ NO, MUST SHIFT RR TEMP3 DJNZ ENDFRM, EXAMI1 *---------------------------------------------------* * ENDFRM NOW SET TO ZERO, START LOOKING AT BITS * *---------------------------------------------------* NXTBIT EQU $ CMP %11,BITPNT BIT POINTER < 11 JN NOTK YES, MUST BE ENERGY/REPEAT/PITCH BR @BP11 NO, MUST BE IN K-PARAMETERS NOTK EQU $ MOV BITPNT,B NO, MUST BE ENERGY/REPEAT/PITCH RL B MPY BY 2 TO GET TABLE OFFSET BR @JMPTAB(B) JUMP TO BPN, N=BIT POINTER *---------------------------------------------------* * JUMP TABLE FOR BIT POINTER 0-10 * *---------------------------------------------------* JMPTAB EQU $ JMP BP0 BIT POINTER IS 0 JMP BP1 BIT POINTER IS 1 JMP BP2 BIT POINTER IS 2 JMP BP3 BIT POINTER IS 3 JMP BP4 BIT POINTER IS 4 JMP BP5 BIT POINTER IS 5 JMP BP6 BIT POINTER IS 6 JMP BP7 BIT POINTER IS 7 JMP BP8 BIT POINTER IS 8 JMP BP9 BIT POINTER IS 9 JMP BP10 BIT POINTER IS 10 *---------------------------------------------------* * BIT POINTER = 0-3 "ENERGY" * *---------------------------------------------------* BP0 EQU $ MOV %BIT3,MASK 0000 1000 JMP BP03 BP1 EQU $ MOV %BIT2,MASK 0000 0100 JMP BP03 BP2 EQU $ MOV %BIT1,MASK 0000 0010 JMP BP03 BP3 EQU $ MOV %BIT0,MASK 0000 0001 BP03 EQU $ RR TEMP3 LOOK AT LSBIT OF TEMP3 JNC BP03A OR MASK,ENERGY BP03A EQU $ CMP %3,BITPNT AT END OF ENERGY BITS? JNE FRMTST NO, GO DO NEXT BIT PAGE CMP %0,ENERGY YES JNE BP03B JUMP IF ENERGY NOT ZERO MOV %3,FRMLEN ZERO ENERGY FRAME JMP FRMTST BP03B EQU $ CMP %>0F,ENERGY STOP CODE? JNE FRMTST NO, GO DO NEXT BIT MOV %3,FRMLEN STOP CODE FOUND INC STOPCD JMP FRMTST *---------------------------------------------------* * BIT POINTER = 4 "REPEAT" * *---------------------------------------------------* BP4 EQU $ CLR REPEET ASSUME NO REPEAT RR TEMP3 REPEAT BIT SET? JNC BP4A NO, JUMP INC REPEET YES, SET REPEAT=1 MOV %10,FRMLEN FRAME LENGTH SET TO 10 BP4A EQU $ JMP FRMTST *---------------------------------------------------* * BIT POINTER = 5-10 "PITCH" * *---------------------------------------------------* BP5 EQU $ MOV %BIT5,MASK 0010 0000 JMP BP510 BP6 EQU $ MOV %BIT4,MASK 0001 0000 JMP BP510 BP7 EQU $ MOV %BIT3,MASK 0000 1000 JMP BP510 BP8 EQU $ MOV %BIT2,MASK 0000 0100 JMP BP510 BP9 EQU $ MOV %BIT1,MASK 0000 0010 JMP BP510 BP10 EQU $ MOV %BIT0,MASK 0000 0001 BP510 EQU $ RR TEMP3 JNC BP510A OR MASK,PITCH BP510A EOU $ CMP %10,BITPNT AT END OF PITCH BITS? JNE FRMTST NO, GO DO NEXT BIT CMP %0,REPEET YES, CHECK IF REPEAT JNE FRMTST IF REPEAT=1, FRMLEN ALREADY 10 CMP %0,PITCH REPEAT=0, IS PITCH=0? JNE FRMTST NO. GO DO NEXT BIT (FRMLEN = 49) MOV %28,FRMLEN YES, SET FRAME LENGTH TO 28 JMP FRMTST *---------------------------------------------------* * BIT POINTER 11-49 "K-PARAMETERS" * *---------------------------------------------------* BP11 EQU $ * -- page break -- RR TEMP3 *---------------------------------------------------* * CHECK TO SEE IF AT END OF FRAME * *---------------------------------------------------* FRMTST EQU $ INC TEMP2-1 INC NUMBER OF BITS EXAMINED CMP BITPNT,FRMLEN BITPNT = FRMLEN? JEQ FRMTS1 YES, AT END OF FRAME INC BITPNT NO, INCREMENT BIT POINTER JMP BITTST FRMTS1 EQU $ CALL @SPKINT YES, AT END OF FRAME *---------------------------------------------------* * IF ENDFRM = 0 THEN SET ENDFRM TO TEMP2-1 + * * ORIGINAL ENDFRM * *---------------------------------------------------* MOV ENDFRM,ENDFRM JNE BITTST JUMP IF ENDFRM ALREADY SET POP ENDFRM ELSE SET ENDFRM TO BIT ADD TEMP2-1,ENDFRM POSITION OF FIRST END-OF-FRAME *---------------------------------------------------* * CHECK IF ALL EIGHT BITS OF "TEMP3" PROCESSED * *---------------------------------------------------* BITTST EQU $ DJNZ TEMP2,BITTS1 LOOK AT NEXT SPEECH BIT JMP BITTS2 BITTS1 EQU $ BR @NXTBIT *---------------------------------------------------* * RETURN * *---------------------------------------------------* BITTS2 EQU $ MOV ENDFRM,ENDFRM JNE BITTS3 POP A BITTS3 EQU $ POP TEMP3 POP TEMP2 POP TEMP2-1 POP A RETS *     The file with all the assembly source I have:   SPK and its subroutines.     SPEECH_EDU.asm
    • Could someone please do the magic and add/replace these title screen into the games?
    • Atari owns 49% of Playmaji. Which is probably why there is supposed to be an app for the VCS 800.
    • Agreed.  I wasn't trying to say that someone would spend $628 just to play Atari 2600 games.  I was making a general statement that someone wanting to play 2600 games with the currently available Polymega hardware (plus a potentially forthcoming 2600 module), they'd be all-in for at minimum $628, and that would be if they hadn't purchased any other modules for the base unit and were just using it to play the CD-based games the base unit supports.  Assuming they have other modules, we're into the $700+ range.  "In general", I don't see how that is a viable price point for the Polymega system concept, having nothing to do with 2600 support specifically.   Yes, if there were a way to purchase just the $79 Atari 2600 module and use it with an app on the VCS or your PC, that's a whole different ball game, but unless I'm mistaken (and I may be), that concept is not currently in production.   As for how a 2600 module attached to the VCS may or may not affect sales of the 2600+, I have no idea, and from a financial perspective, without knowing what kind of licensing fee or whatever payment structure was in place to compensate Atari, it's hard to say if it would be worth it or not.    
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