Sorgelig wrote:I will make new release - may be it will fix some found issues.

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Sorgelig wrote:I will make new release - may be it will fix some found issues.
Ahh, the game does a cycle-perfect write to the HMOVE register just when the TIA wants to reset it. This commit fixes the title:vanfanel wrote:Hi, Slingshot!
I have noticed the tittle screen in Juno First is totally wrong. Is that fixable somehow? Thanks!
It's great seeing the Atari 2600 getting updated.slingshot wrote:Ahh, the game does a cycle-perfect write to the HMOVE register just when the TIA wants to reset it. This commit fixes the title:vanfanel wrote:Hi, Slingshot!
I have noticed the title screen in Juno First is totally wrong. Is that fixable somehow? Thanks!
https://github.com/gyurco/TCA2601/commi ... cb99476e48
Sorry for writing back lately.slingshot wrote:...or it just wasn't that obvious on the now 40 years old TVs. HSync is actually generated by TIA automatically, VSync is what's software triggered.Sorgelig wrote:Picture on Atari 2600 screen is generated by CPU. So this core is very depend on cpu cycle accuracy. That's why such thing as sound generation may affect the video. So, it's because current CPU model in this core is not perfect.
Btw, I don't see any problems with Winter Games. PAL/NTSC switch only changes the colors, the TIA doesn't have line counter.
No problem. I only said Winter Games has no problem. There are a couple of games which don't produce a stable sync, but I don't know how they behave on a CRT.PhantombrainM wrote:
Sorry for writing back lately.
I was busy the last days but I can check Atari 2600 on CRT too if needed in about 10 hours. (Sony PVM)
If MIST is "rock stable" on VGA at the mentioned games it might be a MISTer port problem or HDMI only problem.
I had it run on VGA last year but can't remember if the up down flickering was also there.
But since the OSD GUI shows that the resolution changes one up and down I think it's also present on VGA and not a HDMI problem.
Your suggested change also fixes graphics issues with Aardvark demo (Superchip).slingshot wrote:Ahh, the game does a cycle-perfect write to the HMOVE register just when the TIA wants to reset it. This commit fixes the title:vanfanel wrote:Hi, Slingshot!
I have noticed the tittle screen in Juno First is totally wrong. Is that fixable somehow? Thanks!
https://github.com/gyurco/TCA2601/commi ... cb99476e48
Okay, that's interesting. You were right. Winter Games is stable on analog TV. But the onscreen gui with display information is not!slingshot wrote:PhantombrainM wrote:
No problem. I only said Winter Games has no problem. There are a couple of games which don't produce a stable sync, but I don't know how they behave on a CRT.
I think the game creators didn't really think about an OSD or HDMI back in 1982PhantombrainM wrote:
Okay, that's interesting. You were right. Winter Games is stable on analog TV. But the onscreen gui with display information is not!
On HDMI TV the screen is moving up and down to the sound of the title music. On analog CRT the picture is stable but the OSD is moving up and down.![]()
So there's something going on on the digital picture side. Also some games are not in centre but okay on HDMI.
I made a video: https://www.youtube.com/watch?v=_3eNSF8xrkw
Why left side has black spikes only on some line? Can we improve the TIA to completely remove them?slingshot wrote: I think the game creators didn't really think about an OSD or HDMI back in 1982
They just seen the game on a TV, and if it worked, then the quality check passed. Centering is also a speciality of A2600, if HMOVE is used, the left HBLANK automatically extended by 8 pixels (those are the spikes which you can see in many games).
That doesn't have to be improvedSorgelig wrote:Why left side has black spikes only on some line? Can we improve the TIA to completely remove them?slingshot wrote: I think the game creators didn't really think about an OSD or HDMI back in 1982
They just seen the game on a TV, and if it worked, then the quality check passed. Centering is also a speciality of A2600, if HMOVE is used, the left HBLANK automatically extended by 8 pixels (those are the spikes which you can see in many games).
But nothing is supposed to be displayed in that first 8 pixels. If you replace the HMOVE blank with playfield, ball, or missile graphics, it may work in some games, but will look bad in others. And the other thing is authenticity, my thinking if some wants an improved A2600, then get an A5200.Sorgelig wrote:Well, i've implemented 64 sprites per line in TGfx16. It was impossible in original chip. Similar improvements may be possible for TIA. I mean, some original HW flaws possible to fix in modern HW.
yeah, or Genesis, or SNES..slingshot wrote:my thinking if some wants an improved A2600, then get an A5200.
Of courseSorgelig wrote:yeah, or Genesis, or SNES..slingshot wrote:my thinking if some wants an improved A2600, then get an A5200.
i will fix itPhantombrainM wrote:Thank you for the updates. By the way, now Winter Games (HES, PAL) doesn't load anymore. (black screen).
Previous version was okay.
connect USB console and in Menu core you can see the log in console about pressed buttons. So check if buttons are producing press/depress events and button codes are different.remowilliams wrote:Additionally I cannot seem to map the fire buttons on my Atari paddles. They are connected using a 2600daptor D9 (http://www.2600-daptor.com/2600-daptor%20D9.htm) which reports the paddles as X1/Y1 axes, and button1/button2 respectively.
The paddle movement is fine in the core, but I am forced to assign the actual paddle fire buttons to another device as the paddle fire buttons themselves are not picked up during remapping for some reason.
so you have large buckets in A which means more simple. B has smaller buckets which is harder. Shouldn't be B harder than A?remowilliams wrote:One thing I noticed - the difficulty switches seem to be backwards, A should be more difficult and B less difficult. Looking at Kaboom! for instance you should have large buckets on the B setting (not on the A setting as it is now)
According to Kaboom! User Manual no:Sorgelig wrote:so you have large buckets in A which means more simple. B has smaller buckets which is harder. Shouldn't be B harder than A?remowilliams wrote:One thing I noticed - the difficulty switches seem to be backwards, A should be more difficult and B less difficult. Looking at Kaboom! for instance you should have large buckets on the B setting (not on the A setting as it is now)
Thanks, I've figured out how to get them properly mapped. The remaining issue now is that the paddles cannot reach the far right hand side of the screen at full right rotation.Sorgelig wrote:connect USB console and in Menu core you can see the log in console about pressed buttons. So check if buttons are producing press/depress events and button codes are different.
Also when you define the buttons for the core, they cannot be shared. So make sure you don;t define paddle buttons for other functions.
I need some test ROM for Atari 2600 to calibrate analog input properly.remowilliams wrote: The remaining issue now is that the paddles cannot reach the far right hand side of the screen at full right rotation.
These paddles are in good shape and work properly on a real 2600. They register (using the https://html5gamepad.com/ tester) from -0.994135 (full left) to 0.962854 (full right) along their rotation. Could there be a way to adjust for this?
Correct, Breakout actually will reach the far right side currently. Try using Demons to Diamonds, Kaboom!, and Atari Circus to start, none of those will reach the right extent.Sorgelig wrote:I need some test ROM for Atari 2600 to calibrate analog input properly.
Currently i calibrate on Breakout game which is probably not so good for this purpose.