Atari Introduces A New Old Console

Readers of a certain age no doubt remember the Atari 2600 — released in 1977, the 8-bit system helped establish the ground rules for gaming consoles as we know them today, all while sporting a swanky faux wood front panel designed to make the system look at home in contemporary living rooms.

Now, nearly 50 years later, the Atari 2600 is back. The new system, imaginatively named the 2600+, looks exactly like the original system, albeit at around 80% scale. It will also work the same way, as the system will actually be able to play original Atari 2600 and 7800 cartridges. This is something of a surprise when compared to the previously released retro consoles from the likes of Sony and Nintendo, as they were all limited to whatever games the company decided to pack into them. Of course, this probably has something to do with the fact that Atari has been selling newly manufactured 2600 games for some time now.

Although it will play original cartridges, it’s still an emulated console at heart. There aren’t a lot of technical details on the product page, but it does say the 2600+ is powered by a Rockchip 3128 SoC with 256 MB of DDR3 RAM and 256 MB eMMC flash. Some quick searching shows this to be a pretty common board for set-top gadgets, and wildly overpowered considering the meager requirements for emulating a game console from 1977. We wouldn’t be surprised to find it’s running some kind of minimal Linux install and using one of the existing open source emulators.

While the 2600+ sports the same 9-pin D-sub controller connectors as the original console, it thankfully embraces modern display technology and outputs over HDMI. Each console will come with a “10-in-1” cartridge that contains some of the console’s most popular titles, as well as a modernized version of the original single-button joystick. (Unlike the original, the 2600+ comes with only a single joystick — the other is sold separately.)

Atari won’t start shipping the 2600+ until this fall, but they’re currently taking preorders for the $130 system. We’re eager to see somebody pull it apart, as the earlier “mini” consoles ended up being ripe for hacking.

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A Chess AI In Only 4K Of Memory

The first computer to ever beat a reigning chess world champion didn’t do so until 1996 when a supercomputer built by IBM beat Garry Kasparov. But anyone who wasn’t a chess Grandmaster could have been getting beaten by chess programs as early as 1979 when Atari released one of the first ever commercially-available chess video games for the Atari 2600. The game was called Video Chess and despite some quirky gameplay it is quite impressive that it was able to run on the limited Atari hardware at all as [Oscar] demonstrates.

The first steps of getting under the hood of this program involved looking into the mapping of the pieces and the board positions in memory. After analyzing some more of the gameplay, [Oscar] discovered that the game does not use trees and nodes to make decisions, likely due to the memory limitations, but rather simulates the entire game and then analyzes it to determine the next step. When the game detects that there are not many pieces left on the board it can actually increase the amount of analysis it does in order to corner the opposing king, and has some unique algorithms in place to handle things like castling, finishing the game, and determining valid movements.

Originally it was thought that this engine couldn’t fit in the 4K of ROM or work within the 128 bytes of system memory, and that it was optimized for the system after first developing a game with some expanded capabilities. The game also has a reputation for making illegal moves in the higher difficulty settings although [Oscar] couldn’t reproduce these bugs. He also didn’t get into any of the tricks the game employed just to display all of the pieces on the screen. The AI in the Atari game was a feat for its time, but in the modern world the Stockfish open-source chess engine allows for a much more expanded gameplay experience.

The MouSTer Adapter Now Has Amiga Scroll Support

The MouSTer is a device that enables modern USB HID mice to be used on various retro computers. The project has been through its ups and downs over years, but [drygol] is here to say one thing: rumors of the MouSTers demise have been greatly exaggerated. Now, the project is back and better than ever!

The team has been hard at work on quashing bugs and bringing new features to bear. The headline is that the MouSTer project will now offer mouse wheel support for Amiga users. This is quite the coup, as mouse wheels were incredibly obscure until the late 90s. Now, users of Commodore’s finest machines will be able to scroll with abandon with modern HID mice.

While the progress is grand, much is still left to be done. Despite the name, the MouSTer was never intended to solely serve Atari users. Future goals involve adding support for ADB mice for retro Macs, DB9 mouse support for even-older Apple machines, and DB9 mouse support for older PCs. The team is eager for there to be one MouSTer to rule them all, so to speak, and hopes to make the ultimate retro computer mouse adapter to serve as many purposes as possible.

We first looked at the MouSTer back in 2020, and it’s great to see how far it’s come.

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Combat Gets A Computer Controlled Opponent

If you ever spent some time playing on the Atari 2600, there’s an excellent chance you went through a few rounds of Combat. The two-player warfare game not only came with the console but was actually one of the more technically impressive titles for the system, offering nearly 30 variations of the core head-to-head gameplay formula.

But unfortunately, none of those modes included single player. That is, until [Nick Bild] got on the case. While some concessions had to be made, he has succeeded where the original developers failed, and added a computer-controlled enemy to Combat. What’s more, the game still runs on the stock 2600 hardware — no emulator tricks required. The true aficionados can marvel at the snippets of source code he’s provided, but the rest of us can just watch the video below the break and marvel at the accomplishment.

If you’ve never worked on such a constrained system, this might not seem like a big deal. But [Nick] does a great job of explaining not just what he did, but why it was so hard to pull off in the first place. For example, the console has no video buffer, so everything needs to be done during the VBLANK period where the game doesn’t need to be drawing to the screen. Unfortunately that didn’t give him enough free cycles, so he had to split his code up to run across three frames instead of just one. That mean’s the original game logic is now only running 27 frames out of the 30 per second, but he says you can’t really tell in practice.

That said, some cuts had to be made. He needed to remove the surprisingly complex engine sounds to free up some resources, and had to bump the 2 KB cartridge up to 4 KB to hold the new code and data. Turns out the 2600 could handle far larger cartridges via bank switching though, so this wasn’t actually a problem.

Given its age and limited capabilities compared to more modern consoles, you might think the Atari 2600 would be little more than a footnote in gaming history. But there’s a devoted group of folks who enjoy squeezing everything they can out of the system’s 45-year-old hardware which leads to labors of love like this one.

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Atari At 50: The Story Of Our Lives

It’s been a year of anniversaries, what with the 40th birthday of both the Commodore 64 and the Sinclair ZX Spectrum. But there’s another anniversary that in a sense tops them all, today marks 50 years since Nolan Bushnell and Ted Dabney incorporated Atari Inc, a name that will forever be synonymous with the development of the computer game industry. PC Magazine have marked the event with a retrospective, an affectionate look at the progress from Spacewar! coin-ops to the unsuccessful Jaguar console of the 1990s, and it pulls no punches over the lacklustre management that oversaw its decline in later years.

For us the high points of the Atari story were the VCS console and the ST line of computers, which probably best represent the brand’s successes in Europe where this is being written. It’s with something of a wince that we remember watching an Atari Lynx advert in a British cinema, in which the laugh came when the teenager-unaffordably high price was revealed. At least diehard Atari fans can take solace in that by then Commodore was equally being run into the ground.

One criticism PC Magazine makes is that the current Atari incarnation is doing little beyond rehashing past glories, and perhaps they’re right. Last year we covered their release of some new cartridges for the VCS.

Introducing The Universal Atari Keyboard Case

[10p6] wondered what it would be like if Atari had used a standardized keyboard across its 16-bit and 32-bit computer lines in 1985. Imagination is fun, but building things is even better, and thus they set out to create such a thing. Enter the Universal Atari Keyboard Case.

The case design is flexible, and can accept a keyboard from models including the Atari ST and Falcon. The keyboard can then be used with an Atari Mega, TT, or desktop-style Atari computers without mods. It also brings modern peripherals to bear on these old Atari platforms, enabling the use of modern USB mice while also using the two onboard joystick ports. Power and floppy LEDs are present, but subtly hidden beneath the case, only becoming visible when illuminated. It also includes 5-watt stereo speakers for getting the best out of the Atari’s sound hardware.

The final part, a full 473mm long, was 3D printed in resin for a high-quality surface finish. The results are so good it almost looks like a genuine factory keyboard.

If you’re regularly playing with your vintage Atari machines and you want a great keyboard to use with them, this could be the design for you. [10p6] has promised to soon upload the design files to Thingiverse for those eager to replicate the work.

We’ve also seen retro Atari keyboard converted to work with modern machines. Video after the break. Continue reading “Introducing The Universal Atari Keyboard Case”

Reverse Engineering The SEGA Mega Drive

With the widespread adoption of emulators, almost anyone can start playing video games from bygone eras. Some systems are even capable of supporting homebrew games, with several having active communities that are still creating new games even decades later. This ease of programming for non-PC platforms wasn’t always so easy, though. If you wanted to develop games on a now-antique console when it was still relatively new, you had to jump through a lot of hoops. [Tore] shows us how it would have been done with his Sega Mega Drive development kit that he built from scratch.

While [Tore] had an Atari ST, he wanted to do something a little more cutting edge and at the time there was nothing better than the Mega Drive (or the Genesis as it was known in North America). It had a number of features that lent the platform to development, namely the Motorola 68000 chip that was very common for the time and as a result had plenty of documentation available. He still needed to do quite a bit of reverse engineering of the system to get a proper dev board running, though, starting with figuring out how the cartridge system worked. He was able to build a memory bank that functioned as a re-writable game cartridge.

With the hard parts out of the way [Tore] set about building the glue logic, the startup firmware which interfaced with his Atari ST, and then of course wiring it all together. He was eventually able to get far enough along to send programs to the Mega Drive that would allow him to control sprites on a screen with the controller, but unfortunately he was interrupted before he could develop any complete games. The amount of research and work to get this far is incredible, though, and there may be some helpful nuggets for anyone in the homebrew Mega Drive community today. If you don’t want to get this deep into the Mega Drive hardware, though, you can build a cartridge that allows for development on native Sega hardware instead.