[PJ Evans] had a ruined game cartridge lying around, just waiting for a project. As Activision’s F-14 Tomcat game for the Atari 2600 console, it seemed ripe for use as a project enclosure of some sort. When he came across a couple of 9-pin D-sub joystick ports, he had an idea. He realized his Rasperry Pi Zero could fit inside the cartridge. Add a power button, TV color selector, difficulty switch, as well as select and reset buttons, and you have an emulator.
[PJ]’s Pi Zero had more than enough GPIO pins to accommodate all of those buttons and switches plus a bunch more for the joysticks. Why not put the emulator inside a game cartridge? In terms of software [PJ] looked into Adafruit’s Retro Gaming with Raspberry Pi resource, which has tons of suggestions for setting up game emulators. He decided on the RetroPie operating system to help him map out all of the pins, with Stella doing the actual Atari 2600 emulation.
Java Grinder is a tool that compiles Java programs to run on platforms like microcontrollers and consoles, by outputting native assembly code and using APIs to work with custom hardware like bespoke graphics and sound chips. Amongst other hardware, Java Grinder supports the Commodore 64, which uses a variant of the 6502 CPU. [Michael Kohn] realized the Atari 2600 shares this processor, and figured he’d get started on making Java Grinder work with the Atari by expanding on the C64 work done by [Joe Davisson]. Together, they brought Java to the Atari 2600 and made a game along the way.
According to [Michael], parts of the project were easy, as some Java routines compile down into as little as 1 or 2 instructions on the 6502. Other parts were harder, like dealing with the graphics subsystem, and modifying Java Grinder to output 8-bit bytecode to fit into the Atari’s tiny 4K ROM limit. Even with this tweak, they still couldn’t fit in a game and title screen. In the end they relied on bank switching to get the job done. [Joe]’s game is pretty solid fare for the Atari 2600 — blocky graphics and bleepy sounds — and they’ve uploaded it to the page so you can try it yourself in an emulator.
At the end of the day, porting Java code to a system with 128 bytes of RAM probably isn’t going to be particularly useful. However, as a coding exercise and learning experience, there’s a lot of value here in terms of building your skills as a coder. Other such experiments have shown us Java running on other unexpected devices, like the Sega Genesis or the MSP430. Video after the break.
Continue reading “Atari Now Runs Java, Thankfully Doesn’t Require Constant Updates”
If there’s one console that holds a special place in the hearts of console gamers of a certain age, it’s the Atari 2600. A 6502 based system with a cartridge slot and a couple of joysticks, it plugged into your home TV and if you had one for Christmas in the late ’70s you were suddenly the coolest kid in the neighbourhood.
The last new 2600s were sold in the early 1990s, but all was not lost for 2600 fans. In the last decade the format was revived as the Atari Flashback, an all-in-one console containing a selection of games and no cartridge slot. The Flashback had a flaw though, it stayed true to the original in that it needed a TV set. Rather a pity in a world of hand-held consoles.
[Lovablechevy] set out to release the Flashback from the TV set, and created a very tidy hand held Atari 2600 console with sound and a screen, all in the casing of an original 2600 cartridge.
There isn’t a lot of room in a 2600 cartridge, so as her worklog shows, she had to cut up the PCB and be very careful with her wiring to ensure it all fits. She’s using the Flashback 2 as her source console, and she tells us it has 42 games to choose from.
If the worklog pictures weren’t enough she’s posted a video of the device in action, and it shows a very neat and playable hand-held console. We would have done anything to get our hands on one of those had it been available in 1980!
Continue reading “An Atari 2600 In Your Pocket”
One crisp Saturday afternoon a couple of weeks ago, the Philly Fixers Guild held its second Repair Fair. Not second annual, mind you; the first fair was held in September. People came from miles around, hauling with them basement and attic treasures that needed, well, fixing. [Fran] is one of the Guild’s volunteer fixers, and she shot some video of the event which is waiting for you after the break.
The Philly Fixers Guild aims to promote sustainability in the surrounding community by teaching interested parties to repair their possessions that might otherwise end up in a landfill. The fairs are not meant to be a drop-off repair site—attendees are expected to stay and learn about what’s wrong with their item and how it can or can’t be fixed.
The Guild is open to volunteers who are interested in teaching people how to fish, as it were. Expertise is not limited to electronics repair; guild members are just as interested in teaching people how to sew a replacement button on their winter coat or building that thing they bought at IKEA.
Nowhere near Pennsylvania? Several groups like the Philly Fixers Guild have already been established in a few larger US cities. If you’re not near any of those either (and we can sympathize), you could do worse than to start your own. If you’re part of a ‘space, creating such a guild would be a good way to spread the word about it and the gospel of DIY.
In the video, [Fran] discusses an Atari 2600’s control problem with its owner. She re-seats the 6532 RIOT chip and explains that this may or may not have solved the problem. If not, [Fran] is confident that new old stock chips are available out there on the hinterwebs. There might still be some landfill carts on ebay if the owner gets it up and running. [Fran] also fixes the controls on a Peavey amp and gets some Pink Floyd to issue forth from a previously non-functioning Zenith portable AM/FM radio that’s old enough to have a snap cover.
Continue reading “Philly Fixers Guild Will Teach You How to Fish”
1983 was the year of the great video game crash, and after the chiefs of Atari realized they had produced more copies of Pac-Man than consoles sold, these games, along with other ‘treasures’ were loaded into trucks, shipped out to the desert, and buried in a New Mexico landfill. Last year, these consoles were rescued. Now, thanks to the efforts of the Tularosa Basin Historical Society, these cartridges are for sale again.
Want to grab your own copy of E.T., Asteroids, Star Raiders, or Centipede rescued from a landfill in a desert? Here’s a link to the seller on eBay, with the highest auction being E.T., in box, going for $400 with nine days left. The auction comes with a certificate of authenticity from the city of Alamogordo.
This is only the first batch of cartridges and boxes rescued from the dump, with the Tularosa Basin Historical Society putting at least another 700 items up for sale if this batch goes well.
With the rousing success of this bit of dumpster diving, we must point out another techno-archeological myth/legend: there are several thousand Apple Lisas in a Utah landfill, just waiting for someone to come in and pick through the remnants of an Apple tax writeoff.
Seriously, the drawer pull on this Atari 2600 is not stock. Don’t they know this voids the warranty? The thing is, you won’t actually find any of the original internals anyway. When building this portable emulator housed in a 2600 case [Linear Nova] was careful to ensure that everything could be restored to its original condition (except for two hinges mounted on the back) sometime down the road. That’s a good goal to set for yourself. We think the build is the fun part of most projects and often wonder what to do with them when they’re done and our interest has waned.
A seven-inch LCD screen was attached to the underside of the lid using Velcro. When tilted up it’s at a nice viewing angle for the player. [Linear] prefers to use a Wii remote as the control this portable video game emulator. It connects to the Raspberry Pi over Bluetooth using a USB dongle. The advantage of this is that you just throw the remote inside the case too. For now there are two power cords, one for the RPi and the other for the LCD screen but he plans to add a power hub in the future to narrow this down to one. We wonder it that would also be a good time to add his own rechargeable battery pack option? There should be enough room for an RC style pack.
This week we’re taking another departure from the ordinarily campy videos featured in the Retrotechtacular section. This time around the video is only two years old, but the subject matter is from the early 1980’s. [David Crane], designer of Pitfall for the Atari 2600 gave a talk at the 2011 Game Developer’s Conference. His 38-minute presentation rounds up to a full hour with the Q&A afterwards. It’s a bit dry to start, but he hits his stride about half way through and it’s chock-full of juicy morsels about the way things used to be.
[David] wrote the game for Activision, a company that was started after game designers left Atari having been told they were no more important than assembly line workers that assembled the actual cartridges. We wonder if any heads rolled at Atari once Pitfall had spent 64-weeks as the number one worldwide selling game?
This was a developer’s panel so you can bet the video below digs deep into coding challenges. Frame buffer? No way! The 2600 could only pump out 160 pixels at once; a single TV scan line. The programs were hopelessly synced with the TV refresh rate, and were even limited on how many things could be drawn within a single scan line. For us the most interesting part is near the end when [David] describes how the set of game screens are nothing more than a pseudo-random number generator with a carefully chosen seed. But then again, the recollection of hand optimizating the code to fit a 6k game on a 4k ROM is equally compelling.
If you like this you should take a look at an effort to fix coding glitches in Atari games.
Continue reading “Retrotechtacular: How I wrote Pitfall for the Atari 2600”