Retrotechtacular: How I Wrote Pitfall For The Atari 2600

how-I-programmed-pitfall

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.

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The Teensiest Atari 2600 Ever

[Dablio] sent in an awesome console mod he made. It may just be the smallest Atari 2600 ever (Portuguese, here’s the Google translation).

The build began with a Dynacom MegaBoy, from the same company that put out many less-than-legal 2600 clones. The MegaBoy PCB is an exercise in parsimony consisting of only a single IC, a crystal, and some resistors and caps. [Dablio] made a new PCB board based on the schematic he reverse engineered and this thing is tiny. It’s much smaller than even the smallest [Ben Heck] 2600 console build.

[Dablio] now needed a case for his new console. He had originally planned to mount the whole thing in an Atari controller like this commercial product. Serendipity intervened and he realized the entire system (sans cartridge port) fit inside a plastic tube of m&m minis.

Currently, [Dablio] has two ports on his ‘Atari tube of m&ms’ – the largest is the cartridge slot, and a small VGA port sits in the lid of the tube. This VGA port carries the power supply, controller, sound and video signals to and from the console.

[Dablio] sent in a bunch of pictures of his build which are in a gallery after the break. Now for the million-dollar question: anybody know where to buy one of these Dynacom MegaBoys?

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Atari 2600 Recreated In An FPGA

Behold [Retromaster’s] field programmable gate array implementation of an Atari 2600. The processor and video chip have both been built in the 100,000 gate Spartan-3E FPGA, with connectors for audio, video, and a Sega controller. The output signals are generated using two DACs made from R-2R resistor ladders, much like the project we saw in August. [Retromaster] included functionality for the system switches (difficulty and select) in the controller itself. There is VHDL code and board details available if you want to make one of your own. To help in making that decision we’ve embedded video of it after the break. Continue reading “Atari 2600 Recreated In An FPGA”

Add Pause Button To The Atari 2600

We’re sure that if there had been a pause button on the Atari 2600 people would never have moved on to next-generation systems. Now you can dig the gaming relic out of the closet and pause your Atari games for some good old om nom nom.This hack is from the same person who pulled off the Atari 2600 jukebox. By reverse engineering the signals used on the Onyx Jr., which has a pause button, the halt method became clear.

The problem is that the Onyx Jr. uses a different processor than the 2600. A different processor means a different pin-out, and now the clock signal needed to synchronize the pause cycle was missing. But eureka, an abstract source was found. The ready signal from another chip can be used to judge the state of the processor. The small PCB above now interfaces with the Atari 2600 in order to patch in the pause circuit.

[Thanks again Yuppicide, keep ’em coming!]

Atari Xbox 360 Controller

3600

It’s amazing what [Ben Heckendorn] can manage to crank out in just five hours. This time it’s a wireless Xbox 360 controller stuffed inside an Atari 2600 controller. The guts are from a Guitar Hero 3 controller. It’s a fairly compact board and [Ben] used thin ATA wire for the connections. While it doesn’t have all the buttons of a true Xbox controller, this 3600 controller has enough to make it useful in arcade games. The joystick portion was reused without any modification. Things like the guide button and ring of light are located underneath.