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Development Cartridges For The 7800 Development System

devcarts.pdf - Rev. 14/2003

Important Note:- This document may be reproduced, in whole or in part, provided the copyright notice remains intact and no fee is charged. The data contained herein is provided for informational purposes only. No Copyright © 2002, 2003, Graham.J.Percy. All rights reserved. warranty is made with regards to the accuracy of the information. [email protected] Page 2 of 38

Table of Contents 1. Introduction...... 3 1.1 Where to find the most recent documentation...... 3 1.2 Summary...... 3 1.3 Choosing between a DevOS Console & Ramona Dev Carts...... 5 1.4 Making bigger 7800 Dev Carts...... 5 1.5 Making bigger 2600 Dev Carts...... 5 2. How to modify a PAL 7800 Console...... 6 2.1 Console Specification...... 6 2.2 The DevOS BIOS Chip...... 6 2.3 Installing the DevOS BIOS Chip...... 6 3. How to get sound from an NTSC console when using a PAL TV...... 6 3.1 Atari 7800...... 6 3.2 Jnr...... 6 4. Parts required for Dev Cart Mods...... 7 4.1 A suitable Atari 7800 Game Cartridge...... 7 4.2 32Kx8, 64Kx8 or 128Kx8 Static Random Access Memory (SRAM)...... 7 4.3 Jumper Wire...... 7 4.4 Capacitors...... 7 5. Dev Cart Construction Tips...... 8 6. 32K/48K Linear Dev Cart...... 9 7. 32K "Pokey" Dev Cart...... 9 8. Making use of built-in RAM...... 10 9. FlashROM Socketed Dev Cart...... 10 10. 144K Bankswitching Dev Cart...... 11 11. 64K/144K Bankswitching Dev Cart with Built-in BIOS...... 14 11.1 Modifying Game Cartridge PCB Type C300565-XXX...... 14 11.2 Modifying Game Cartridge PCB Type C100339...... 16 12. Combined 2K/4K & 8K/F8 Bankswitching Dev Cart...... 18 13. Combined 8K/F8 & 16K/F6 Bankswitching Dev Cart with SC RAM...... 20 14. Combined 2K/4K & 32K/F4 Bankswitching Dev Cart with SC RAM...... 22 15. Linear 2K/4K Dev Cart with Built-in BIOS...... 23 16. Combined 2K/4K, 8K/F8 & 16K/F6 Bankswitching Dev Cart with Built-in BIOS...... 24 17. Appendix...... 26 17.1 Circuit Diagram for PCB No. C300565-XXX...... 26 17.2 Circuit Diagram for PCB No. C100339...... 27 17.3 Logic Diagrams...... 28 17.3.1 Atari Super Game Cartridge Logic...... 29 17.3.2 Dev Cart Logic ...... 30 18. Acknowledgments...... 38 Page 3 of 38

1. Introduction

1.1 Where to find the most recent 1.2 Summary documentation First in this document is a description of how a This document has been written as a PAL 7800 console was fitted with a DevOS BIOS supplement to instructions for making the Atari 7800 rom chip. The console was originally purchased in Development System and cart dumper by John Australia (with the built in game Asteroids). Saeger and Eckhard Stolberg. Secondly, a number of development cartridge For the most recent version of the system mod modifications are described. For the most part they instructions refer to:- require a common cartridge PCB like that found in (PAL). The simplest 48K dev cart requires http://home.arcor.de/estolberg/tools/index.html only one jumper whilst a 144K bankswitching dev cart can be built with as few as seven jumpers. With a good range of dev carts supporting the predominant 2600 software formats, the 7800 Or search for "7800 development system" development system is now equally at home hosting 2600 binaries. Further, it is no longer essential to For the most recent version of this document modify your 7800 console since a dev cart with built (devcarts.pdf) refer to:- in "Ramona" BIOS can be used on a stock 7800 console. http://www.geocities.com/gjp57/download.htm A complete summary of dev cart game support is given in Table 1. Page 4 of 38

\ Game Type 78S4 78SG 78S9 26FE(5) 26F8 26S8 26F6 26S6 26F4 26S4 7816 7832 7848 262K(2) 264K Dev Cart (64K) (128K) (144K) (8K) (8K) (RAM) (16K) (RAM) (32K) (RAM)

32K Linear(7)               

32K Linear                FlashROM(8)

32K Linear "Pokey"(7)               

48K Linear(7)               

64K Bankswitching   (3)            

144K Bankswitching   (3) (4)           

2K/4K               

2K/4K & 8K/F8               

2K/4K, 8K/F8 &                16K/F6

8K/F8 & 16K/F6 with                RAM(6)

2K/4K & 32K/F4 with                RAM(6,7)

Table 1 Summary of Game Type Support Note 1:A Grey tick indicates partial support. Note 2:Requires use of the -d switch during upload. Note 3:Super Huey UH-IX requires use of the -d switch during upload. Note 4:Tank Command & Pitfighter require use of the -d switch during upload. Note 5:Requires use of the -r switch during upload. (Robot Tank and Decathlon are type 26FE). Note 6:Requires use of the -f switch during upload (requires DevOS version 0.2). Note 7:Requires use of the -c1 switch during upload. Note 8:Requires use of the -c3 switch during upload. Page 5 of 38

1.3 Choosing between a DevOS eg. To double SRAM size from 128K to 256K, jumper D3 to an unused flip-flop input. Jumper the matching Console & Ramona Dev Carts flip-flop output to the new SRAM address line. Also, There is a choice to be made between modifying using a pull-up resistor, jumper the new address line a 7800 console with the DevOS BIOS, or building to +5V. (To select the top 16K bank when flip-flop Ramona dev carts to use on an unmodified 7800 output is disabled). console. Either way you will require a programmed EPROM (DevOS BIOS or Ramona BIOS) and a To use anything larger than 128K requires that computer link cable. support be written in to 7800ctrl.exe. See Table 2 below for a comparison of the two:-

Using a DevOS Console Using Ramona Dev Carts 1.5 Making bigger 2600 Dev Carts Modifying console may be No need to risk modifying a It is also possible to build larger 2600 dev carts tricky (especially NTSC) console but this is not as straight forward as with 7800 Video standard (NTSC/ Ramona carts work equally software. There is no existing bankswitching PAL) depends on console well on NTSC or PAL scheme for the 2600 that can be expanded simply, modified consoles instead it is necessary to propose new bankswitching schemes which will be suitable. In particular, Can dump 2600 and 7800 Cannot dump ROM images bankswitching hot-spots should not conflict with ROM images off game cartridges processor start up vectors which are near the top of the available ROM address space. Standard dev carts are Equivalent Ramona dev I propose that up to 256 banks of 4K each could simpler to build carts are more complex to be controlled using a single 74LS374 flip flop. Also, build going larger with more banking hot spots has the Best range of dev cart Some dev carts are not advantage of simplifying hot spot detection. designs available with Ramona I suggest the schemes described in Table 3 BIOS. ie. Pokey, FlashROM, below. 2600 with SC RAM Can upload and play 2600 Can upload and play 2600 Any of the proposed bankswitching schemes and 7800 games and 7800 games can be used in conjunction with Super Chip RAM. Table 2 Comparison of the DevOS console with Ramona Dev Carts Note also that 7800ctrl.exe could be used to upload to 64K or 128K dev carts without modific- 1.4 Making bigger 7800 Dev Carts ation. It is possible to build much larger dev carts. Diminishing Returns Atari's bankswitching scheme for the 7800 can be Bear in mind that hot-spots cannot be used to expanded easily using existing cartridge logic. hold useful data in the game ROM image. The loss of Bank numbers selected by game software are useful space from each bank is equal to the actual stored in the cartridge flip-flop as a binary number number of banks (in bytes per bank). eg. On a 64K with each digit controlling a banked address line. On game 16 bytes would be lost from every 4K bank, a standard 128K game, the first three data lines and if the programmer didn't care to use the space (D0,D1 & D2) are stored giving 8 defined banks of available above the hot-spots then the loss is virtually 16K. However, as many as eight data lines can be doubled. stored in the cartridge flip-flop yielding an eight digit In addition, use of 128 bytes of Super Chip RAM binary bank number, or 256 defined banks of 16K makes the first 256 bytes of each 4K bank each. That's 4 MBytes of total game space! unuseable.

Size Hot Spot Address Short Hand Designation Test for Hot-Spot No. Of Bank No. Range Designation with SC.RAM Detection Banks defined by:- 64K $1FE0 - $1FEF EF SE A4=0 & A5 to A12=1 16 A0 - A3 128K $1FC0 - $1FDF DF SD A5=0 & A6 to A12=1 32 A0 - A4 256K $1F80 - $1FBF BF SB A6=0 & A7 to A12=1 64 A0 - A5 512K $1F00 - $1F7F 7F S7 A7=0 & A8 to A12=1 128 A0 - A6 1M $1E00 - $1EFF FF SF A8=0 & A9 to A12=1 256 A0 - A7 Table 3 Proposed Bankswitching Schemes for Atari 2600 Games larger than 32K Page 6 of 38

2. How to modify a PAL 7800 Console

2.1 Console Specification 2.3 Installing the DevOS BIOS Chip

Atari Model No.7800 PAL B Remove component W6 and install at location W5. (W6 is in the front-right corner of the Made in China motherboard).

S/No. A1(084)5029749 For a 24-pin eprom only, remove component W2 Motherboard P/No. C300633-001 Rev C and install at location W3. (W2 is located to the left of the socketed BIOS chip). Remove the original BIOS chip (P/No. C300558- 2.2 The DevOS BIOS Chip 001) from it©s socket. Insert the new BIOS chip The following EPROMs have been used successfully with the same orientation. For a 24-pin eprom, for console conversion:- install at the extreme right of the socket.

24-pin 4K (2732) BTW, the built in game is not supported by the DevOS BIOS. 28-pin 8K, 16K, & 32K (DevOS copied to last 4K)

3. How to get sound from an NTSC console when using a PAL TV If you are using an NTSC Atari 2600 or 7800 3.2 Atari 2600 Jnr console on a PAL TV and cannot get sound, then help is at hand. (This can even be a problem with an Locate L8 which is an adjustable inductor in a "NTSC ready" TV). square metal shell. This can be accessed through holes in the top and bottom of the motherboard 3.1 Atari 7800 shielding in the very front-right corner. (Not the orange plastic inductor). L8 is used to set the sound Near the left end of the cartridge slot is an carrier frequency:- adjustable inductor (R.F.choke) L2 which is used to set the sound carrier frequency. The range of Tune your TV for best picture quality then using a adjustment, however, is not sufficient to alter tuning small non-conductive flat tipped driver adjust L8 for a PAL TV. Immediately to the right of L2 is for best sound. (Expect to turn C.W. from the another inductor, L3 which needs to be reduced in factory setting). value:-

Either replace L3 with a 1.0µH inductor, or jumper a 2.2µH inductor across L3. Tune your TV for best picture quality then using a non-conductive 2mm hex driver adjust L2 for best sound. Page 7 of 38

4. Parts required for Dev Cart Mods

4.1 A suitable Atari 7800 Game The following types were used successfully (32K 28- pin unless noted):- Cartridge Except for the "Pokey" Dev Cart which requires MANUFACTURER PART No. a cartridge, all modifications shown were Alliance AS7C256-20PC originally based on the Printed Circuit Board part No.C300565-XXX. (The 64K/144K Bankswitching Alliance (64K 32-pin) AS7C3512-15PC dev cart with built-in BIOS can also be made from a AT & T ATT7C199P-20 C100339 PCB). An Atari 7800 PAL game cartridge "Choplifter" Cypress CY7C199-20PC was used for original modifications. PAL games EtronTech Em51256C-15PL which are known to use this PCB are:- Integrated Device Technology IDT71256-S25TP Alien Brigade(1) Hat Trick ISSI IS61C256A-20N Barnyard Blaster Impossible Mission(2) Matra MHS HM3-65756F-5 Choplifter Jinks(2, 3) Micron MT5C2568-20 Crossbow(1) Joust Mosel MS62256A-25NC Desert Falcon Mario Bros. Motorola MCM6206DP20 One On One Samsung KM68V257CP-15 Donkey Kong Jnr Super Huey Samsung (128K 32-pin) K6T1008C2C-DB55 Food Fight Tower Toppler(2) Toshiba TC55328AP-20 United Microelectronics Corp. UM61256K-15 Table 4 Winbond (16K 28-pin) W24129AK-15 NTSC games which are known to use this PCB:- Winbond W24257AK-15 Winbond (64K 32-pin) W24512AK-20 (2) Barnyard Blaster Jinks Table 6 Crack©ed Tower Toppler(2) Dark Chambers Winter Games(4, 5) 4.3 Jumper Wire Table 5 Plain copper stranded wire with PVC sheath. Typically a light duty hook-up wire 27 to 24 a.w.g. Notes:- (0.11 - 0.22 squ.mm). (Suitable wire can usually be (1) Additional 16K ROM at U2 found by stripping an old computer printer cable). (2) At least 8K RAM at U2 (3) IMS1630-PL70 chip at U2 (4) 16K or 32K RAM chip at U2 4.4 Capacitors (5) CXK58256P-12L chip at U2 All capacitors fitted to dev carts are the ceramic 4.2 32Kx8, 64Kx8 or 128Kx8 Static type 0.1 µF ("104"). If you are using a C100339 PCB then the type with axial leads fits best. (There are Random Access Memory (SRAM) several of these on an Atari 2600 console). In original modifications, cache and cmos memory from 486 and Pentium motherboards was used. These SRAM chips are generally 7.6mm wide. Every type tried was found to work fine, although I did come across a couple of dud chips. Most dev cart designs shown here rely on Write Enable (WE-) over-riding Output Enable (OE-) during write cycles. This works fine with all SRAMs tested to date. Page 8 of 38

5. Dev Cart Construction Tips

Always hold the Printed Circuit Board (PCB) in a How to tin a soldering iron tip:- vice or with a small clamp when soldering. If your vice has metal jaws then use duct tape to attach Start with a clean tip. If the tip has become some scrap plywood to them. If you do not have a oxidized and won©t wet then carefully file away vice, then use a small clamp and some scrap ply oxidized material leaving bare metal. Switch the packing to clamp the PCB to the edge of a table iron on and apply a coating of solder over the top. Use no more clamping force than is whole surface of the tip as soon as it©s hot enough necessary to hold the PCB firmly. to melt the solder. (Do not delay in applying solder as oxides will form if the uncoated tip gets too

When removing IC chips from the PCB, file hot). Clean off excess solder with a damp cloth.

through the chip pins right next to the chip body.

Remaining pin legs can then be easily removed Work quickly when soldering delicate parts such one at a time. (If the chip location is to remain as logic chips and SRAM.

vacant then there is no need to remove the

remaining pin legs). When soldering a connection, use the iron to heat the parts being joined. Feed solder directly into If you have a solder sucker then chips can be the joint. (Do not feed solder onto the iron as this removed intact and reused if required. Heat each can result in a "cold" soldered joint which may fail pin near the top surface of the PCB. When the later). eg. Attaching a jumper to a pin:- solder liquefies apply suction over the pin on the bottom surface of the PCB. Inspect each pin hole ¡ PCB in vice or clamped firmly. for absence of solder then move the pin back and ¡ Hold jumper against pin. forth using a small screwdriver to ensure it is free. ¡ Lightly press iron tip against wire and pin to When all pins are free it will be possible to coax hold and heat. the chip from the PCB. Do not use force as the ¡ Use free hand to apply solder to wire & pin. PCB traces may be torn from the PCB surface. ¡ Hold jumper steady against pin while iron is removed & joint solidifies. When a PCB jumper is required to be open (not bridged) simply suck all the solder from it. On If required, parts to be connected can be wetted some PCBs the jumpers are bridged by a small individually prior to joining. trace that is not obvious. If so, then cut or file these traces through. When bridging across pins on a logic chip, feed solder onto each pin near the chip body. With a If a logic chip or chip socket is to be fitted then small bead on each pin bridge across the pins you will require a solder sucker to clear the pin with the iron and the beads will join. (This works

holes. The hand held variety is good value. even if one pin is bent up and the other is down).

When logic or memory chip pins are to be bent up Troubleshooting; some potential pitfalls:- to horizontal always trim off the narrow part of these pins. This leaves small flaps that are less ¡ A construction step that has been missed or likely to cause physical interference or an only partially completed. electrical short. Always solder all remaining ¡ A missed connection. Sometimes solder that vertical pins to the matching bottom chip pins. has been fed onto two parts to be joined will

make two small beads that are not connected.

Wherever logic or memory chips are stacked two ¡ Loose solder or unintended bridges of solder high, allow the first installed chip to cool causing a short. completely before installing the second chip. ¡ A broken trace. (Bypass with a jumper to the Route jumpers around stacked chips to allow for nearest junction). clearance inside the cartridge case. ¡ Incorrect orientation of logic chip or SRAM. (An

SRAM installed end for end will crash the

Use resin cored solder 1mm diameter or smaller. console).

¡ Pin numbers interpreted incorrectly. eg. If you

The application of a smooth coating of solder to are installing a 32-pin chip over a chip location the soldering iron tip is referred to as tinning. A with only 28 holes then pin numbers and hole coating of solder on the tip will prevent oxides for- numbers will not correspond. (Actual pin ming and is an efficient conductor of heat. A new numbers, and actual hole numbers are always soldering iron tip should be tinned prior to use and used in these instructions). periodically thereafter. Leave a generous coating ¡ A faulty SRAM or logic chip. of solder on the tip each time you switch off. Page 9 of 38

6. 32K/48K Linear Dev Cart MODIFYING THE GAME CARTRIDGE:- USING TWO 32Kx8 SRAMS (48K)

1) Remove U1,U2 and U5. 4) Take a 28 pin, 32K SRAM chip and bend all the 2) This modification requires a 74LS02 logic chip at pins out to approximately 45 deg so that pin ends U3 and a 74LS00 logic chip at U4. Fit as required. match hole positions of U2. Install at U2. 3) Ensure that R1 and C2 are fitted. Use a zero Ohm 5) Take a (second) 28 pin, 32K SRAM chip and link or wire jumper at R1. If you plan on fitting a 32 bend the very ends (the last 2mm) of all the pins pin SRAM (64Kx8 or 128Kx8) then locate R1 and out to approximately 45 deg. This chip is to sit C2 on the back of the PCB. piggy-backed over the first 32K SRAM chip installed at U2 (per step #4). Bend pins 20(CS-) Remove all other Resistors and capacitors. and 22(OE-) up to horizontal.

Follow remaining instructions for the SRAMs you Install the second chip directly on top of the first. have chosen:- All but pins 20(CS-) and 22(OE-) are to be soldered to matching pins on the first chip. USING ONE 32Kx8 SRAM (32K) 6) Jumper U3 pin 4(A15-) to U2(Top) pins 20 & 22 (CS- & OE-). 4) Take a 28 pin, 32K SRAM chip and bend all the pins out to approximately 45 deg so that pin ends match hole positions of U2. Bend pins 20(CS-) and 22(OE-) up to horizontal then install at U2. 5) Jumper U3 pin 13 to U2 pins 20 & 22 (CS- &OE-).

USING ONE 64Kx8 OR 128Kx8 SRAM (48K)

4) Take a 32 pin, 64K or 128K SRAM chip and bend all the pins out to approximately 45 deg so that pin ends match hole positions of U2. Bend pins 1(NC), 2(A16), 22(CS-), 24(OE-), 31(A15) and 32(Vcc) up to horizontal then install at U2 with pin 3 in hole 1. 5) Jumper U3 pin 13 to U2 pins 22 & 24 (CS- & OE- ). 6) Jumper U2 pin 30 to pin 32(Vcc). 7) Jumper U2 pin 31(A15) to U4 pin 5 (A15). 8) If you are using a 128Kx8 SRAM then Jumper U2 Figure 1 Using two 32Kx8 SRAMs pin 2(A16) to pin 16(GND).

7. 32K "Pokey" Dev Cart

¤ £ This development cartridge supports 7800 pro- ¢ grams that use Atari©s multi-purpose Pokey chip. It also supports the same games as a regular 32K cart.

DESIGN:- 3) Remove jumpers at W2 and W3. 4) Take a 28 pin, 32K SRAM chip and bend all the 1) A Ballblazer cartridge is required for this pins out to approximately 45 deg so that pin ends modification, PCB part number C026461. Atari©s match hole positions of U1. Install at U1. Pokey chip comes fitted at U3. 5) Take a 74LS00 logic chip, bend pin 2 up to 2) The memory size is limited to 32K because the horizontal then install at U2. (Note:- Chip pins 1 Pokey chip uses the first 16k of the available 48K and 14 are at the top end of the PCB). memory address space. 6) Jumper U2 pin 8 to W2 hole 2(WE-). 7) Jumper U2 pin 9 to U3(Pokey) pin 7(CLK2). MODIFYING THE GAME CARTRIDGE:- 8) Jumper U2 pin 12 to W2 hole 3(R/W). 9) Bridge U2 pin 1 to 2, pin 10 to 11 and pin 12 to 1) Remove U1. 13. 2) Move the jumper at W1 from [1-2] to [2-3]. 10)On the back of the PCB, bridge U2 hole 2 to pin Legend:- 3(CS-). Page 10 of 38

8. Making use of built-in RAM A few of Atari©s 7800 game cartridges come with DEV CART USING EXISTING RAM CHIP PLUS a RAM chip fitted in U2. (eg. Jinks, Tower Toppler, ADDITIONAL 16K/32K SRAM Winter Games). It is possible to make use of this RAM chip. This mod is only useful when there is 32K of RAM already fitted at U2, in which case you will finish Start by completing steps 1 through 3 of the with a 48K dev cart. (eg. Using a Summer or 32K/48K linear dev cart mod detailed above. Winter Games cart). (Without removing the RAM at U2). Take a 28 pin, 16K or 32K SRAM chip and bend Finally, complete steps detailed below:- the pins out almost to horizontal so that they rest against the edge of the existing RAM chip when placed piggy-back over it. Bend pin 20 (CS-) and DEV CART USING EXISTING RAM CHIP pin 22 (OE-) up to horizontal. With the SRAM chip piggy-back over the existing RAM chip bend the U2 hole 20 is connected by a single trace to U4 very ends of all remaining pins over the edge of pin 3. (This is the only trace connecting to U4 pin the RAM chip to touch it©s pins. 3). Locate this trace on the back of the PCB in the vicinity of U4 and cut or file it through. Install the second chip directly on top of the first. All but pin 20(CS-) and 22(OE-) are to be Jumper U2(RAM) pin 20(CS-) to U3 pin 4 (A15-). soldered to matching pins on the existing RAM chip. The size of the dev cart will depend on the size of the original RAM chip fitted to the board. Jumper U4 pin 3 to U2(Top) pins 20 & 22 (CS- & OE-).

9. FlashROM Socketed Dev Cart NOTE:- The EEPROM dev cart detailed in earlier FEATURES:- versions of this document has been redesigned to accept FlashROM (PEROM). FlashROM has been 1) The FlashROM is mounted in U1 allowing access found to work more reliably with the 7800 dev while the cartridge is inserted in the console. 2) A large area around U1 has been made clear to system. allow installation of a Zero Insertion Force (ZIF) The 7800 development system can be used to socket if required. (Maximum foot print is program Flash Programmable and Erasable Read approximately 26mm x 58mm). Only Memory (FlashROM or PEROM). The 3) Uploading to the FlashROM dev cart requires use FlashROM chip chosen must be suitable for 5V of the -c3 switch. This enables 64K page writes operation. eg. An Atmel AT29C256-90PI has been which are required for the Atmel chip. used successfully. MODIFYING THE GAME CARTRIDGE:- This dev cart has been wired for FlashROM pin 1) Remove all chips U1 through U5. assignments which differ slightly from regular 2) Ensure that jumpers W2,W4 and W6 are open. EPROM or SRAM pin assignments. See below:- 3) Ensure that jumpers W1,W3 and W5 are bridged.

4) Ensure that R2 and C1 are fitted. Use a zero Ohm

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-/.1032543687:9<;>=@?:032A2B=1C/?EDGF?IH2 10)Jumper U4 pin 11 to U5 hole 5(WE-). Page 11 of 38

10. 144K Bankswitching Dev Cart This development cartridge supports all Atari If U5 is present (74LS374) then cut through the 7800 games except those relying on the PCB trace leading from pin 1. To check that the bankswitching methods of Absolute or . (eg. pin is disconnected test continuity between U5 pin , F-18 Hornet and Rampage). Atari©s 1 and U2 hole 1. "Pokey" chip functions are not supported, so games 13)Take a 28 pin, 32K SRAM chip and bend all the such as Ballblazer and Commando lack full sound. pins out to approximately 45 deg so that pin ends 64K games that use bank numbers 0-3 will match hole positions of U2. Install at U2. require the use of the -d switch for uploading. (eg. 14)Take a 74LS00 logic chip, bend pins Tank Command & Pitfighter). Super Huey UH-IX also 1,3,4,6,8,10,11 and 12 up to horizontal then install requires use of the -d switch. on top of U4 (also 74LS00). Any cartridge with PCB No.C300565-XXX can 15)Bridge U4(Top) pin 1 to 2 and pin 10 to 11. be modified, however, using a Summer or Winter 16)Jumper U4(Top) pin 3 to U4(Top) pin 12. games cart or a Crossbow cart will give you a head 17)Jumper U4(Top) pin 4 to U3(Top) pin 8. start since many of the required components are 18)Jumper U4(Top) pin 6 to U5(74LS374) pin 1 (OE-) already present.

DESIGN:-

1) Atari©s bankswitching hardware is used to upload binary files in banks of 16K. Chip enable logic for U1 (main SRAM) and output enable logic for U5 (bankswitching chip) have been modified to allow write access for uploading (through $C000- $FFFF). 2) This cart can be built using a single 128k x 8 SRAM in U1 or by substituting two 64k x 8 SRAMs or four 32k x 8 SRAMs with chip enable logic controlled by the higher bankswitched address line(s).

MODIFYING THE GAME CARTRIDGE:-

1) Remove U1. 2) If there is a ROM chip or an 8K RAM chip in U2 Figure 2 144K BS Dev Cart after Step #18 then remove it. If there is a 16K or 32K RAM chip in U2 (ie. Summer or Winter Games) and you plan on using a 128K or two 64K SRAMs in U1 then Follow remaining instructions for the SRAMs you the RAM chip can be used as-is with no difficulty. have chosen:- 3) Suck the solder out of all unoccupied component holes except U1 and U2 (not necessary). 4) Ensure that jumpers W1,W2,W4,W5 and W6 are USING ONE 128Kx8 SRAM open. 5) Ensure that jumper W3 is bridged. 19)Take a 32 pin, 128K SRAM chip and bend all the 6) Ensure that R1 and R2 are fitted. (Use zero Ohm pins out to approximately 45 deg so that pin ends links or wire jumpers). match hole positions of U1. Bend pins 1(NC), Ω 7) Ensure that 3.3K resistors are fitted at R3, R4 2(A16), 22(CS-), 24(OE-), 29(WE-) and 31(A14) and R5. up to horizontal. Bend pin 32(Vcc) so that it sits 8) This modification requires a 74LS02 logic chip at neatly against bare metal on R2. U3 and a 74LS00 logic chip at U4. Fit as required. 9) Install C1,C2,C3,C4 & C5 on the back of the PCB. Install at U1 with pin 3 in hole 1. Solder all mating If you plan on using four 32K SRAMs in place of pins including pin 32(Vcc) to R2. U1 then C1 & C2 can be left on the front of the 20)Jumper U1 pin 31(A14) to U1 hole 27(A14-BS). PCB. 21)Jumper U1 pin 2(A16) to U1 hole 22(A16-BS). 10)Take a 74LS20 logic chip, bend pins 5,6,8,10 and 22)Jumper U1 pin 29(WE-) to U3 pin 2. 13 up to horizontal then install on top of 23)Jumper U4(Top) pin 8 to U1 pins 22 & 24 (CS- & U3(LS02). OE-). 11)Bridge U3(Top) pin 9 to 10 and pin 12 to 13. 12)If U5 is not present then take a 74LS374 logic chip and bend pin 1 up to horizontal. Install at U5. Page 12 of 38

USING TWO 64Kx8 SRAMs 23)Jumper U1(Top & Bottom) pin 31 to U1 hole 27(A14-BS). 19)Take a 74LS139 logic chip, bend pins 1,4,5,6,7 24)Jumper U1 hole 22(A16-BS) to U5(Top) pins 13 & and 9 to 15 up to horizontal then install on top of 14. U5(74LS374) with pin 1 over hole 1. 25)Jumper U1(Top & Bottom) pin 29(WE-) to U3 pin 20)Jumper U4(Top) pin 8 to U5(Top) pin 15(OE-). 2. 26)Jumper U5(Top) pin 12 to U1(Bottom) pins 22 & 24 (CS- & OE-). 21)Take a 32 pin, 64K SRAM chip and bend all the 27)Jumper U5(Top) pin 9 to U1(Top) pins 22 & 24 pins out to approximately 45 deg so that pin ends (CS- & OE-). match hole positions of U1. Bend pins 1(NC), 2(NC), 22(CS-), 24(OE-), 29(WE-) and 31(A14) up to horizontal. Bend pin 32(Vcc) so that it sits neatly against bare metal on R2.

Install at U1 with pin 3 in hole 1. Solder all mating pins including pin 32(Vcc) to R2. 22)Take a (second) 32 pin, 64K SRAM chip and bend the very ends (the last 2mm) of all the pins out to approximately 45 deg. This chip is to sit piggy-backed over the first 64K SRAM chip installed at U1 (per step #21).

Bend pins 1(NC), 2(NC), 22(CS-) and 24(OE-) up to horizontal. Bend pins 29(WE-), 31(A14) and 32(Vcc) so that they fit neatly against matching pins on the first SRAM chip when the two chips are placed together.

Install the second chip directly on top of the first. All but pins 1(NC) 2(NC), 22(CS-) and 24(OE-) Figure 3 Completed Dev Cart using two 64Kx8 are to be soldered to matching pins on the first SRAMs chip. Page 13 of 38

USING FOUR 32Kx8 SRAMs 26)Take a 28 pin, 32K SRAM chip and bend all the pins out to approximately 45 deg so that pin ends Install a 74LS139 logic chip per steps #19 & #20 match hole positions of U1. Bend pins 20(CS-), for the two 64K SRAM mod detailed previously, 22(OE-) and 27(WE-) up to horizontal then install then:- at U1. 27)Take a 28 pin, 32K SRAM chip and bend the very 21)Jumper U5(Top) pin 13 to U1 hole 27(A14-BS). ends (the last 2mm) of all the pins out to approxi- 22)Jumper U5(Top) pin 14 to U1 hole 22(A16-BS). mately 45 deg. This chip is to sit piggy-backed 23)Take a 28 pin, 32K SRAM chip and bend all the over the first 32K SRAM chip installed at U1 (per pins out to approximately 45 deg. Bend the step #26). narrow part of all but pins 20(CS-), 22(OE-) & 27(WE-) up an additional 90 deg so that pin ends Bend pins 20(CS-), and 22(OE-) up to horizontal. match hole positions of U1 when the chip is Bend pin 27(WE-) so that it meets the matching placed upside down on the PCB. pin on the first sram chip when the two chips are placed together. Install the chip on the back of the PCB behind the location reserved for U1 with the top of the chip Install the second chip directly on top of the first. facing the PCB. All but pins 20 (CS-) and 22 (OE-) are to be 24)Jumper U1(Back) pin 27(WE-) to U3 pin 2(WE-) soldered to matching pins on the first chip. on the back of the PCB. 28)Jumper U1(Top & Bottom) pin 27 (WE-) to U3 pin 25)Take a 28 pin, 32K SRAM chip and bend the very 2. ends (the last 2mm) of all the pins out to approxi- 29)Jumper U2(Top) pin 1 to U1(Top & Bottom) pin 1 mately 45 deg. This chip is to sit piggy-backed (A15-BS). over the 32K SRAM chip previously installed at 30)Jumper U5(Top) pin 12 to U1(Bottom) pins 20 & U2 (per step #13). 22 (CS- & OE-). 31)Jumper U5(Top) pin 11 to U1(Top) pins 20 & 22 Bend pins 1(A14), 20(CS-) and 22(OE-) up to (CS- & OE-). horizontal. 32)Jumper U5(Top) pin 10 to U1(Back) pins 20 & 22 (CS- & OE-). Install the second chip directly on top of the first 33)Jumper U5(Top) pin 9 to U2(Top) pins 20 & 22 chip installed at U2. All but pins 1(A14), 20(CS-) (CS- & OE-). and 22(OE-) are to be soldered to matching pins on the first chip.

Figure 4 Using four 32Kx8 SRAMs:- Front Figure 5 Using four 32Kx8 SRAMs:- Back Page 14 of 38

11. 64K/144K Bankswitching Dev Cart with Built-in BIOS This development cartridge offers the same data input are initially held low by high value Atari 7800 game support as the regular 144K resistors connected to ground. As the clock signal bankswitching dev cart with the added feature of is driven high the flip-flop is automatically set for having built-in BIOS routines. This allows the use of EPROM (BIOS) selection. an unmodified Atari 7800 console for uploading 3) Uploading of files is accomplished using the same games. means as the regular 144K bankswitching dev Any cartridge with PCB No.C300565-XXX or cart. C100339 can be modified, however, the less compo- 4) This cart can be built using a single 128k x 8 nents there are to begin with the better so it©s easiest SRAM in U2 or by substituting two 64k x 8 to start with a 32K or 48K game cartridge. SRAMs or two 32k x 8 SRAMs with chip enable logic controlled by the bankswitched line for A15. DESIGN:- 5) Using two 32K x 8 SRAMS results in a 64K version of the cart which still provides at least 1) A flip-flop has been added to control chip partial support for a few 128K games:- selection between EPROM (BIOS) and SRAM (uploaded game). This is done by storing the ¡ Karateka and Waterski play fine. value of data line D7 which is set whenever a ¡ Barnyard Blaster, Jinks & Sentinel play with bank number is selected (ie. written in $8000- dodgy graphics. $BFFF). ¡ Fatal Run allows you to drive through the first 2) At power-up, the "D7" flip-flop clock signal and level.

11.1 Modifying Game Cartridge PCB Type C300565-XXX 1) Remove all chips U1 through U5. 16)Install a zero Ohm link or wire jumper at R4. 2) Suck the solder out of all unoccupied component 17)Using a 3.3KΩ resistor, jumper U5(Top) pin 1 to holes. pin 17. 3) Ensure that jumpers W2 & W5 are bridged. All 18)Jumper U5(Top) pin 1 to pin 8(Gnd). other jumpers are to be open. 4) Ensure that R1 and R2 are fitted. (Use zero Ohm 19)Using a 3.3KΩ resistor, jumper U5 pin 10(Gnd) to links or wire jumpers). pin 11 (Clk) on the back of the PCB. 5) Remove R3,R4 and R5 if present. 20)Jumper U5(Top) pin 16 to U4(Bottom) pin 10 and 6) Ensure that C1 through C5 are fitted. (C2, C3 & U3(Top) pin 5. (Stored value of D7-). C4 need to be on the back of the PCB). 21)Take a 74LS02 logic chip, bend pins 1,3,4,5,6 and 7) Take a 74LS02 logic chip, bend pins 11 and 13 up 8 to 13 up to horizontal then install on top of to horizontal then install at U3. U4(LS00). 8) Jumper U3(LS02) pin 9 (R/W) to pin 11. 22)Bridge U4(Top) pin 2 (A14) to pin 3. 9) Take a 74LS32 logic chip, bend pins 1,2,3,5,6 and 23)Jumper U4(Top) pin 1 (A14-) to pin 5. 8 to 12 up to horizontal. Bend the narrow part of 24)Jumper U4(Top) pin 4 to U5(Bottom) pin 1 (OE-). pin 13 so that it fits neatly against the matching 25)Jumper U4(Top) pin 6 to U4(Bottom) pin 13 (R/W- pin on U3(LS02) when the two are placed ), on the back of the PCB. together. 26)Jumper U4(Top) pin 10 (D7-) to U5(Top) pin 17. 27)Take a 28 pin D.I.L. socket and install at U1. Install on top of U3(LS02). Solder pin 13 and all (Install the Ramona BIOS chip in this socket after remaining vertical pins to matching pins on the completing the dev cart. An 8K, 16K or 32K bottom chip. EPROM can be used with the Ramona BIOS 10)Jumper U3(Top) pin 6 to U4 hole 8. copied to the highest possible address in the 11)Take a 74LS00 logic chip, bend pins 8 & 10 up to ROM space). horizontal then install at U4. 28)Jumper U1 pin 19 (D7) from the back of the PCB 12)Jumper U4(LS00) pin 8 to U3(Top) pin 12. to U4(Top) pins 8 & 9. 13)Take a 74LS374 logic chip, bend pins 1,2,5 & 6 29)Jumper U1 pin 22 (OE-) to U3(Bottom) pin 10 up to horizontal then install at U5. (R/W-) on the back of the PCB. 14)Using a 3.3KΩ resistor, jumper U5(LS374) pin 5 to the bottom hole reserved for C5 (+5V) on the All supporting circuitry for the Ramona BIOS is now back of the PCB. (This hole is connected to R2 by installed. Test your work by fitting the BIOS chip in a wide trace on the back of the PCB). U1. Try the dev cart in an unmodified 7800 console. 15)Take a (second) 74LS374 logic chip, bend pins The Ramona cart menu should display. 1,2,5 6,9,12,15,16,17 & 19 up to horizontal then install on top of U5(also LS374). Page 15 of 38

30)Take a 28 pin, 32K SRAM chip and bend all the Bend pins 1(NC), 2(NC), 22(CS-) and 24(OE-) up pins out to approximately 45 deg. Bend the to horizontal. Bend pins 3(A14), 31(A15) and narrow part of all pins up an additional 90 deg so 32(Vcc) so that they fit neatly against matching that pin ends match hole positions of U2 when the pins on the first SRAM chip when the two chips chip is placed upside down on the PCB. are placed together.

Install on the back of the PCB behind the location Install the second chip directly on top of the first. reserved for U2 with the top of the chip facing the All but pins 1(NC) 2(NC), 22(CS-) and 24(OE-) PCB. Tack in place only. Complete soldering are to be soldered to matching pins on the first when installing the main SRAM at U2. chip. 36)Using a 3.3KΩ resistor, jumper U2(Top & Bottom) Follow remaining instructions for the SRAMs you pin 3 to the bottom hole reserved for R3 (+5V). have chosen:- 37)Using a 3.3KΩ resistor,jumper U2(Top & Bottom) pin 31 to U2 pin 28(+5V). USING ONE 128Kx8 SRAM 38)Jumper U2(top & Bottom) pin 3 to U5(Bottom) pin 2 (A14-BS). 31)Take a 32 pin, 128K SRAM chip and bend all the 39)Jumper U2(Top & Bottom) pin 31 to U5(Bottom) pins out to approximately 45 deg so that pin ends pin 6 (A16-BS). match hole positions of U2. Bend pins 1(NC), 40)Jumper U3(Top) pin 3 to U2(Bottom) pins 22 & 24 2(A16), 3(A14), 22(CS-), 24(OE-) and 31(A15) up (CS- & OE-). to horizontal. Bend pin 32(Vcc) so that it sits 41)Jumper U3(Top) pin 8 to U2(Top) pins 22 & 24 neatly against bare metal on R1. (CS- & OE-).

Install at U2 with pin 3 in hole 1. Solder all mating pins including pin 32 (Vcc) to R1. Finish soldering USING TWO 32Kx8 SRAMs (64K VERSION OF the 32K SRAM on the back of U2 (Step #30). CART) 32)Using a 3.3KΩ resistor, jumper U2 pin 3 to the bottom hole reserved for R3 (+5V). Install all jumpers per steps #31 through #33 for the 33)Using a 3.3KΩ resistor, jumper U2 pin 2 to the two 64K SRAM mod detailed previously, then:- bottom hole reserved for R5 (+5V). 34)Jumper U3(Top) pin 11 to U2 pins 22 & 24 (CS- & 34)Take a 28 pin, 32K SRAM chip and bend all the OE-). pins out to approximately 45 deg so that pin ends 35)Jumper U5(Bottom) pin 2 (A14-BS) to U2 pin 3. match hole positions of U2. Bend pins 1(A14), 36)Jumper U5(Bottom) pin 5 (A15-BS) to U2 pin 31. 20(CS-) and 22(OE-) up to horizontal then install 37)Jumper U5(Bottom) pin 6 (A16-BS) to U2 pin 2. at U2. Finish soldering the 32K SRAM on the back of U2 (Step #30). 35)Take a 28 pin, 32K SRAM chip and bend the very USING TWO 64Kx8 SRAMs ends (the last 2mm) of all the pins out to approxi- mately 45 deg. This chip is to sit piggy-backed 31)Jumper U4(Top) pins 11 & 12 to U3(Top) pin 2 over the first 32K SRAM chip installed at U2 (per and U5(Bottom) pin 5 (A15-BS). step #34). 32)Jumper U4(Top) pin 13 to U3(Top) pin 9. 33)Jumper U3(Top) pin 1 to pins 10 & 11. Bend pins 20(CS-), and 22(OE-) up to horizontal. Bend pin 1(A14) so that it meets the matching pin on the first sram chip when the two chips are 34)Take a 32 pin, 64K SRAM chip and bend all the placed together. pins out to approximately 45 deg so that pin ends match hole positions of U2. Bend pins 1(NC), Install the second chip directly on top of the first. 2(NC), 3(A14), 22(CS-), 24(OE-) and 31(A15) up All but pins 20(CS-) and 22(OE-) are to be to horizontal. Bend pin 32(Vcc) so that it sits soldered to matching pins on the first chip. neatly against bare metal on R1. 36)Using a 3.3KΩ resistor,jumper U2(Top & Bottom) pin 1 to the bottom hole reserved for R3 (+5V). Install at U2 with pin 3 in hole 1. Solder all mating 37)Jumper U2(Top & Bottom) pin 1 to U5(Bottom) pin pins including pin 32 (Vcc) to R1. Finish soldering 2 (A14-BS). the 32K SRAM on the back of U2 (Step #30). 38)Jumper U3(Top) pin 3 to U2(Bottom) pins 20 & 22 35)Take a (second) 32 pin, 64K SRAM chip and (CS- & OE-). bend the very ends (the last 2mm) of all the pins 39)Jumper U3(Top) pin 8 to U2(Top) pins 20 & 22 out to approximately 45 deg. This chip is to sit (CS- & OE-). piggy-backed over the first 64K SRAM chip installed at U2 (per step #34). Page 16 of 38

11.2 Modifying Game Cartridge PCB Type C100339 1) Remove all chips U1 through U5. Install on top of U2(LS02). Solder pin 9 and all re- 2) Suck the solder out of all unoccupied component maining vertical pins to matching pins on the holes. bottom chip. 3) Ensure that jumpers W7 & W8 are bridged. All other jumpers are to be open. 26)Jumper U5(Top) pin 2 to U2(Top) pin 10 and 4) Locate the trace leading to U4 hole 27 on the top U3(Top) pin 5. (Stored value of D7-). of the PCB. Cut or drill the trace through next to 27)Jumper U2(Top) pin 1 to U3(Top) pin 4 (A15-). hole 27. Take care not to disturb the existing jumper at 5) Remove all resistors R1 through R5 where U3(Top) pin 4. present. 28)Jumper U2(Top) pin 3 to U3 hole 8 on the back of 6) Ensure that C1 through C5 are fitted. (Install C4 the PCB. on the back of the PCB). 29)Jumper U2(Top) pin 6 (D7-) to U5(Top) pin 3. 7) Take a 74LS10 logic chip, bend pins 3 and 8 up to 30)Jumper U2(Top) pin 8 to U3(Top) pin 12. horizontal then install at U3. 31)Take a 28 pin D.I.L. socket and install at U1. 8) Bridge U3(LS10) pins 3 to 4 to 5. (Install the Ramona BIOS chip in this socket after 9) Jumper U3(LS10) pin 6 (R/W-) to the right-hand completing the dev cart. An 8K, 16K or 32K hole reserved for R1. EPROM can be used with the Ramona BIOS 10)Jumper U3(LS10) pin 6 (R/W-) to pin 9 on the copied to the highest possible address in the back of the PCB. ROM space). 11)Take a 74LS32 logic chip, bend pins 1 to 6 and 8 32)Jumper U1 pin 19 (D7) from the back of the PCB to 12 up to horizontal then install on top of to U2(Top) pins 4 & 5. U3(LS10). 12)Jumper U3(Top) pin 6 to U2 hole 10. All supporting circuitry for the Ramona BIOS is now 13)Take a 74LS02 logic chip, bend pins 4,5,9 & 10 installed. Test your work by fitting the BIOS chip in up to horizontal then install at U2. U1. Try the dev cart in an unmodified 7800 console. 14)Bridge U2(LS02) pin 8 to pin 9. The Ramona cart menu should display. 15)Jumper U2(LS02) pin 5 to U2 hole 4 on the back of the PCB. 33)Take a 28 pin, 32K SRAM chip and bend all the 16)Jumper U2(LS02) pin 10 to U3(Top) pin 4. pins out to approximately 45 deg. Bend the 17)Take a 74LS374 logic chip, bend pins 1,15,16 & narrow part of all pins up an additional 90 deg so 19 up to horizontal then install at U5. that pin ends match hole positions of U4 when the 18)Install a zero Ohm link or wire jumper at R5 on the chip is placed upside down on the PCB. back of the PCB. 19)Jumper U2(LS02) pin 4 to U5(LS374) pin 1 (OE-). Install on the back of the PCB behind the location 20)Take a 74LS174 logic chip, bend pins reserved for U4 with the top of the chip facing the 1,2,3,5,7,10,12,15 & 16 up to horizontal. This chip PCB. Tack in place only. Complete soldering is to be installed on top of U5(LS374) with pin 1 when installing the main SRAM at U4. over hole 3. Bend the narrow part of pins 13 & 14 so that they fit neatly against mating pins on U5(LS374) when the two are placed together.

Install on top of U5(LS374) with pin 1 over hole 3. Solder pins 13,14 and all remaining vertical pins to mating pins on the bottom chip. 21)Using a 3.3KΩ resistor, jumper U5(Top) pin 14 to the bottom hole reserved for R4 (+5V). Be sure to leave space for the main SRAM that is to be installed at U4. 22)Using a 3.3KΩ resistor, jumper U5(Top) pin 3 to pin 8. 23)Using a 3.3KΩ resistor, jumper U5(Bottom) pin 10(Gnd) to pin 11(Clk) on the back of the PCB. 24)Jumper U5(Bottom) pin 20 (+5V) to U5(Top) pins 1 and 16. 25)Take a 74LS00 logic chip, bend pins 1,3,4,5,6,8,10, 11,12 & 13 up to horizontal. Bend the narrow part of pin 9 so that it fits neatly against the matching pin on U2(LS02) when the two are placed together. Page 17 of 38

Follow remaining instructions for the SRAMs you 39)Using a 3.3KΩ resistor, jumper U4(Top & Bottom) have chosen:- pin 3 to the top hole reserved for R3 (+5V). 40)Jumper U4(Top & Bottom) pin 32 to the left-hand USING ONE 128Kx8 SRAM hole reserved for R1 (+5V). 41)Using a 3.3KΩ resistor, jumper U4(Top & Bottom) 34)Take a 32 pin, 128K SRAM chip and bend all the pin 31 to U5(Top) pin 16 (+5V). pins out to approximately 45 deg so that pin ends 42)Jumper U4(Top & Bottom) pin 3 to U5(Top) pin 13 match hole positions of U4. Bend pins 1(NC), (A14-BS). 2(A16), 3(A14), 22(CS-), 24(OE-), 31(A15) and 43)Jumper U4(Top & Bottom) pin 31 to U5(Bottom) 32(Vcc) up to horizontal then install at U4 with pin pin 19 (A16-BS). 3 in hole 1. Finish soldering the 32K SRAM on the 44)Jumper U3(Top) pin 3 to U4(Bottom) pins 22 & 24 back of U4 (Step #33). (CS- & OE-). 35)Using a 3.3KΩ resistor, jumper U4 pin 3 to the top 45)Jumper U3(Top) pin 8 to U4(Top) pins 22 & 24 hole reserved for R3 (+5V). (CS- & OE-). 36)Jumper U4 pin 32(Vcc) to the left-hand hole re- 46)Jumper U3(Bottom) pin 8 to U4 hole 27 on the served for R1 (+5V). back of the PCB. 37)Using a 3.3KΩ resistor, jumper U4 pin 31 to U5(Top) pin 16 (+5V). USING TWO 32Kx8 SRAMs (64K VERSION OF 38)Jumper U3(Top) pin 11 to U4 pins 22 & 24 (CS- & CART) OE-). 39)Jumper U5(Top) pin 13 (A14-BS) to U4 pin 3. Install all jumpers per steps #34 through #36 for the 40)Jumper U5(Top) pin 14 (A15-BS) to U4 pin 2. two 64K SRAM mod detailed previously, then:- 41)Jumper U5(Bottom) pin 19 (A16-BS) to U4 pin 31. 42)Jumper U3(Bottom) pin 8 to U4 hole 27 on the 37)Take a 28 pin, 32K SRAM chip and bend all the back of the PCB. pins out to approximately 45 deg so that pin ends match hole positions of U4. Bend pins 1(A14), USING TWO 64Kx8 SRAMs 20(CS-) and 22(OE-) up to horizontal then install at U4. Finish soldering the 32K SRAM on the 34)Jumper U2(Top) pins 12 & 13 to U3(Top) pin 2 back of U4 (Step #33). and U5(Top) pin 14 (A15-BS). 38)Take a 28 pin, 32K SRAM chip and bend the very 35)Jumper U2(Top) pin 11 to U3(Top) pin 9. ends (the last 2mm) of all the pins out to approxi- 36)Jumper U3(Top) pin 1 to pins 10 & 11. mately 45 deg. This chip is to sit piggy-backed over the first 32K SRAM chip installed at U4 (per step #37). 37)Take a 32 pin, 64K SRAM chip and bend all the Bend pins 20(CS-), and 22(OE-) up to horizontal. pins out to approximately 45 deg so that pin ends Bend pin 1(A14) so that it meets the matching pin match hole positions of U4. Bend pins 1(NC), on the first sram chip when the two chips are 2(NC), 3(A14), 22(CS-), 24(OE-), 31(A15) and placed together. 32(Vcc) up to horizontal then install at U4 with pin 3 in hole 1. Finish soldering the 32K SRAM on the Install the second chip directly on top of the first. back of U4 (Step #33). All but pins 20(CS-) and 22(OE-) are to be 38)Take a (second) 32 pin, 64K SRAM chip and soldered to matching pins on the first chip. bend the very ends (the last 2mm) of all the pins 39)Using a 3.3KΩ resistor,jumper U4(Top & Bottom) out to approximately 45 deg. This chip is to sit pin 1 to the top hole reserved for R3 (+5V). piggy-backed over the first 64K SRAM chip 40)Jumper U4(Top & Bottom) pin 1 to U5(Top) pin 13 installed at U4 (per step #37). (A14-BS). 41)Jumper U3(Top) pin 3 to U4(Bottom) pins 20 & 22 Bend pins 1(NC), 2(NC), 22(CS-) and 24(OE-) up (CS- & OE-). to horizontal. Bend pins 3(A14), 31(A15) and 42)Jumper U3(Top) pin 8 to U4(Top) pins 20 & 22 32(Vcc) so that they fit neatly against matching (CS- & OE-). pins on the first SRAM chip when the two are 43)Jumper U3(Bottom) pin 8 to U4 hole 27 on the placed together. back of the PCB.

Install the second chip directly on top of the first. All but pins 1(NC) 2(NC), 22(CS-) and 24(OE-) are to be soldered to matching pins on the first chip. Page 18 of 38

12. Combined 2K/4K & 8K/F8 Bankswitching Dev Cart This development cartridge supports 2K & 4K 13)Take a 74LS32 logic chip, bend pins linear games plus 8K 2600 games which use the F8 1,2,3,6,8,10,11 & 12 up to horizontal then install bankswitching method. This method uses access to at U3. one of two ROM address hot spots to trigger bank 14)Jumper U3 pin 6 to U3 hole 10 on the back of the selection. Hot spots are at $1FF8 and $1FF9. PCB. 15)Jumper U2 hole 2(A12) to U4 hole 1 on the back Use a C300565-XXX PCB for this mod. of the PCB. 16)Take a 74LS00 logic chip, bend pins FEATURES:- 1,2,3,4,5,6,8,9 and 11 up to horizontal then install at U4. 1) Supported games can be uploaded normally with 17)Jumper U4 pin 4 to U1 hole 1(A12-BS). bankswitching turned "off". (For 8K/F8 games 18)Jumper U4 pin 5 to U1 hole 2(A12). switch bankswitching "on" after uploading). 19)Jumper U4 pin 6 to U2 pin 2(A12). Otherwise, 8K/F8 games can be uploaded with 20)Take a 74LS374 logic chip, bend pins 1,3,4,7 and bankswitching "on" by using the -f switch. 11 up to horizontal then install at U5. 2) Bank number is stored in an LS374 flip-flop. Both 21)Jumper U5 pin 4 to U1 hole 10(A0). the flip-flop trigger signal and SRAM enable 22)Take a 74LS138 logic chip and bend pins signals are gated with the system©s phase 2 clock 1,2,4,5,6,7 and 9 through 15 up to horizontal. This signal to aid 2600 compatibility. chip is to be installed on top of U5(LS374) with pin 3) Flip-flop output is enabled for read only. This 1 over hole 1. Bend the narrow part of pin 3 so allows automatic selection between A12(Edge) that it fits neatly against the matching pin on and A12-BS for upload and play respectively. U5(LS374) when the two are placed together.

MODIFYING THE GAME CARTRIDGE:- Install on top of U5(LS374). Solder pin 3 and all remaining vertical pins to matching pins on the 1) Remove all chips U1 through U5. bottom chip. 2) Suck the solder out of all unoccupied component 23)Jumper U5(Top) pin 6 to U1 pin 14(+5V). holes except U1 and U2 (not necessary). 24)Jumper U5(Top) pin 2 to U2 pin 8(A2). 3) Ensure that jumpers W1 and W3 are bridged. All 25)Jumper U5(Top & Bottom) pin 3 to U2 pin 7(A3). other jumpers are to be open. 26)Jumper U5(Top) pin 4 to U1 pin 8. 4) Ensure that R1 and R2 are fitted. (Use zero Ohm 27)Jumper U4 pin 11 to U2 pins 20 & 22 (CS- & OE-) links or wire jumpers). and to U5(Top) pin 5. 5) Ensure that 3.3KΩ resistors are fitted at R3, R4 28)Take a miniature, single pole, dual toggle (SPDT) and R5. switch and fit it in the front of the cartridge case. A 6) Install C1 through C5. (Fit C3 and C4 on the slide switch is preferred. Probably the best back). location for the switch is at either side of the PCB 7) Take a 74LS30 logic chip and bend all the pins approximately 12mm from the side of the case out to approximately 45 deg so that pin ends and 44mm from the top end of the case. Remove match hole positions of U1. Bend pins 1,2,7,8 and the switch again until the dev cart mod is finished. 12 up to horizontal.

Install at U1 with pin 1 over hole 1. 29)Jumper the central pole of the SPDT switch to 8) Jumper U1 pin1 to pin 10(A9). U5(Bottom) pin 1. 9) Jumper U1 pin 2 to pin 9(A11). 30)Jumper one switching pole of the SPDT switch to 10)Jumper U1 pin 7 to U1 hole 14(Gnd). the bottom hole reserved for C5(+5V). This hole is 11)Jumper U1 pin 12 to U1 hole 21(A10). connected to R2 by a wide trace on the back of 12)Take a 28 pin, 32K SRAM chip and bend all the the PCB pins out to approximately 45 deg so that pin ends (this is the bankswitching "Off" position for 2K & match hole positions of U2. Bend pins 1(A14), 4K games). 2(A12), 20(CS-), 22(OE-) and 26(A13) up to 31)Jumper the remaining switching pole of the SPDT horizontal. switch to U4 pin 8. (This is the bankswitching "On" position for 8K/F8 games). If you are making a dev cart with Super Chip RAM 32)Jumper U2 pin 9(A1) to U5(Top) pin 1. (Sections 13 or 14) then bend pin 3(A7) up to hori- 33)Bridge U5(Bottom) pin 7 to pin 8(Gnd). zontal. 34)Jumper U2 pin 28(+5V) to pin 1(A14) and pin 26(A13). Install at U2. 35)Jumper U5(Top) pin 11 to U5(Bottom) pin 11(Clk). 36)Bridge U4 pin 9 to pin 10. 37)Jumper U4 pin 10(R/W) to hole 11 (on the back of the PCB). Page 19 of 38

TROUBLESHOOTING:- J Also, "Test Pattern" (color bar generator) by Video Soft should upload and play perfectly with bank- J Upload a file without the -f switch and 7800ctrl will switching "on" or "off" (Use 7800ctrl -f read back and check every byte uploaded to the filename.bin). This also indicates if uploaded files SRAM. This can be used to see if the cart is are being written to the SRAM. uploading to the SRAM. Page 20 of 38

13. Combined 8K/F8 & 16K/F6 Bankswitching Dev Cart with SC RAM This development cartridge supports 8K and 39)Jumper U4(Top) pin 12 to U2 pin 21(A10). 16K 2600 games which use F8 or F6 bankswitching. 40)Jumper U4(Top) pin 13 to U2 pin 23(A11). The required method of bankswitching is selected 41)Jumper U4(Top) pin 5 to pin 11. using a switch. Access to ROM address hot spots is 42)Jumper the central pole of the SPDT switch to U1 used to trigger bank selection. F8 hot spots are at hole 20. $1FF8 and $1FF9 whilst F6 hot spots are at $1FF6 43)Jumper one switching pole of the SPDT switch to through $1FF9. U4(Top) pin 6. (This is the Super Chip RAM "On" For upload, the -f switch is required (needs position). DevOS V 0.2). 44)Jumper the remaining switching pole of the SPDT Features are similar to the 8K/F8 dev cart with switch to the bottom hole reserved for C5 (+5V). the addition of Super Chip RAM support that can be (This is the Super Chip RAM "Off" position). enabled using a switch. The following games require 45)Jumper U3(Top) pin 3 to U2 pin 26(A13). Super Chip RAM:- 46)Jumper U3(Top) pin 5 to U5(Top) pin 11(y4). 47)Jumper U3(Top) pin 6 to U5(Bottom) pin 11(Clk). Crystal Castles Off The Wall 48)Take a (second) miniature SPDT switch and fit it in the front of the cartridge case. Locate to the * Dark Chambers Radar Lock side of the PCB opposite the switch installed per Desert Falcon Save Mary! Step #28. Remove the switch again until the dev cart mod is finished. Secret Quest Elevator Action Shooting Arcade 49)Jumper the central pole of the SPDT switch to Jnr Pacman Sprintmaster U3(Top) pin 4. Klax * Stargate (Defender 50)Jumper one switching pole of the SPDT switch to II) U5(Top) pin 12(y3). (This is the "16K/F6" position). Millipede Super Football 51)Jumper the remaining switching pole of the SPDT Table 7 switch to the bottom hole reserved for C5 (+5V). * Not supported (This is the "8K/F8" position). 52)Jumper U5(Bottom) pin1(OE-) to U4(Bottom) pin Use a C300565-XXX PCB for this mod. 8. 53)Jumper U3(Bottom) pin 1 to U4(Top) pin 8. MODIFYING THE GAME CARTRIDGE:- 54)Jumper U3(Bottom) pin 2 to U2 hole 26(A13). 55)Jumper U3(Bottom) pin 3 to U3(Top) pin 1. Complete all steps #1 through #28 for the 8K/F8 Dev 56)Jumper U3(Top) pin 2 to U1 pin 13(A13-BS). Cart detailed in Section 12, then:- 57)Jumper U3(Top & Bottom) pin 13 to U4(Bottom) pins 1 & 2. (Do not disturb the existing jumper 29)Take a 74LS08 logic chip, bend pins attached to pin 13). 1,2,3,4,5,6,8,10 & 11 up to horizontal. Bend the 58)Jumper U4(Bottom) pin 3 to U4(Top) pin 9. narrow part of pin 12 so that it fits neatly against 59)Jumper U2 pin 28(+5V) to pin 1(A14). the matching pin on U3(LS32) when the two are 60)Jumper U2 pin 9(A1) to U5(Top) pin 1. placed together. 61)Bridge U5(Bottom) pin 7 to pin 8.

Install on top of U3(LS32). Solder pin 12 and all remaining vertical pins to matching pins on the TROUBLESHOOTING:- bottom chip. 30)Jumper U3(Top) pin 8 to U2 pin 27(WE-). K The upload/play logic of this cart prevents 31)Jumper U3(Top) pin 10 to U3(Bottom) pin 11. uploading without the -f switch, however, "Test 32)Jumper U3(Top & Bottom) pin 13 to U4(LS00) pin Pattern" (color bar generator) by Video Soft 9. should upload and play for both 8K/F8 and 33)Jumper U3(Top & Bottom) pin 12 to U1 pin 3(A7). 16K/F6 settings. Super Chip RAM must be 34)Jumper U3(Top) pin 11 to U2 pin 3(A7). disabled and the program should work whether 35)Take a 74LS32 logic chip, bend pins cartridge bankswitching is functioning or not. (Use 1,2,3,4,5,6,8,9, 11,12 & 13 up to horizontal then 7800ctrl -f filename.bin). install on top of U4(LS00). 36)Bridge U4(Top) pin 3 to pin 4. 37)Jumper U4(Top) pin 1 to U2 pin 25(A8). 38)Jumper U4(Top) pin 2 to U2 pin 24(A9). Page 21 of 38

OPTIONAL 2K/4K SUPPORT:- the bottom hole reserved for C5(+5V). This hole is connected to R2 by a wide trace on the back of 62)Take a (third) miniature SPDT switch and fit the PCB. somewhere on the case. (I©m leaving this one to (This is the bankswitching "Off" position for 2K & the reader). 4K games). 63)Remove the jumper from U5(Bottom) pin 1 to 66)Jumper the remaining switching pole of the SPDT U4(Bottom) pin 8. switch to U4(Bottom) pin 8. (This is the 64)Jumper the central pole of the SPDT switch to bankswitching "On" position for 8K/F8 and 16K/F6 U5(Bottom) pin 1. games). 65)Jumper one switching pole of the SPDT switch to Page 22 of 38

14. Combined 2K/4K & 32K/F4 Bankswitching Dev Cart with SC RAM This development cartridge supports 2K & 4K TROUBLESHOOTING:- linear games plus 32K 2600 games which use the F4 bankswitching method. This method uses access to J The upload/play logic of this cart prevents one of eight ROM address hot spots to trigger bank uploading without the -f switch, however, "Test selection. Hot spots are at $1FF4 through $1FFB. Pattern" (color bar generator) by Video Soft Features are similar to the 8K/F8 dev cart with should upload and play perfectly with the addition of Super Chip RAM support that can be bankswitching switched on or off. Super Chip enabled using a switch. Because there are so few RAM must be disabled. (Use 7800ctrl -c1 -f 32K/F4 games for the Atari 2600 this dev cart will be filename.bin). most useful to a developer who specifically wants to J Eckhard Stolberg©s 32K/F4 test program, test a 32K VCS program. Marble Craze by Paul f4_test.bin can be used to test bankswitching and Slocum and Fatal Run are supported. (Fatal Run Super Chip RAM. The program displays four requires SC RAM). digits:- Development of a 2K or 4K game using Super

Chip RAM is also possible! Any takers? L The first two digits represent the current bank For upload, this cartridge must be treated as a number ("00" to "07"), which normally begins linear type and the -f switch is required (needs at bank "07". Cycle through banks using the DevOS V0.2). fire button. L The second two digits will mirror the bank Typical command:- number when SC RAM is working, if not then "FF" is displayed. 7800ctrl -c1 -f filename.bin

Use a C300565-XXX PCB for this mod.

MODIFYING THE GAME CARTRIDGE:-

Complete all steps #1 through #48 for the combined 8K/F8 & 16K/F6 Dev Cart detailed in Section 13, then:-

49)Jumper the central pole of the SPDT switch to U5(Bottom) pin 1. 50)Jumper one switching pole of the SPDT switch to the bottom hole reserved for C5(+5V). This hole is connected to R2 by a wide trace on the back of the PCB. (This is the bankswitching "Off" position for 2K & 4K games). 51)Jumper the remaining switching pole of the SPDT switch to U4(Bottom) pin 8. (This is the bankswitching "On" position for 32K/F4 games). 52)Jumper U3(Bottom) pin 8 to U3(Top) pin 2. 53)Jumper U3(Bottom) pin 10 to U1 hole 26(A13). 54)Jumper U3(Top) pin 1 to U1 hole 22(A13-BS). 55)Jumper U3(Top) pin 4 to U5(Top) pin 12(y3). 56)Jumper U4(Bottom) pin 1 to U4(Top) pin 8. 57)Jumper U4(Bottom) pin 2 to U1 pin 13(A14-BS). 58)Jumper U4(Bottom) pin 3 to U2 pin 1(A14). 59)Jumper U4(Top) pin 9 to U2 hole 1(A14). 60)Jumper U5(Bottom) pin 7 to U1 hole 9(A1). 61)Bridge U5(Top) pin 1 to pin 2. Page 23 of 38

15. Linear 2K/4K Dev Cart with Built-in BIOS This development cartridge supports 2K & 4K Because this logic chip is fitted directly to the linear games and has built-in BIOS routines. This back of the PCB, it's pin numbers are mirrored allows the use of an unmodified Atari 7800 console with respect to U5 hole numbers. for uploading games. This is the simplest of the available Ramona dev 16)Bridge U5(Back) pin 3 to 4 and pin 11 to 12. cart designs. The method used for selecting between 17)Using a 3.3KΩ resistor, jumper U5(Back) pin 6 to Ramona BIOS and SRAM is defined in section 11. the bottom hole reserved for C5(+5V). This hole is No special command line switches are required connected to R2 by a wide trace on the back of when uploading using 7800ctrl.exe. (Use the -d the PCB. switch for 2K games). 18)Jumper U5(Back) pin 6 to U1 pin 19(D7) on the back of the PCB. Use a C300565-XXX PCB for this mod. 19)Jumper U5(Back) pin 7 to U4 pin 10(Stored value of D7). 20)Jumper U5(Back) pin 9 to U5 hole 11(Clk). MODIFYING THE GAME CARTRIDGE:- 21)Jumper U5(Back) pin 16 to the bottom hole reserved for C5(+5V). 1) Remove all chips U1 through U5. 22)Take a 28 pin, 32K SRAM chip and bend all the 2) Suck the solder out of all unoccupied component pins out to approximately 45 deg so that pin ends holes except U2 (not necessary). match hole positions of U2. Bend pins 1(A14), 3) Ensure that jumpers W2 and W5 are bridged. All 2(A12) and 26(A13) up to horizontal. other jumpers are to be open. 4) Ensure that R1 and R2 are fitted. (Use zero Ohm Install at U2. links or wire jumpers). 23)Jumper U3 pin 5 to pin 13. 5) If R3, R4 or R5 are present then remove. Fit a 24)Jumper U4 pin 2 to pin 12(Clk 2) on the back of bare wire jumper at R4. Make this a snug fit for the PCB. better access to U5. (R3 and R5 are to remain 25)Jumper U4 pin 10 to U3 pin 6. (Do not disturb open). jumper already connected to U4 pin 10). 6) Install C1 through C5. (Fit C2, C3 and C4 on the back of the PCB). 7) Take a 74LS02 logic chip, bend pins 2,5,6,12 & 26)Jumper U2 pins 1(A14), 2(A12) & 26(A13) to pin 13 up to horizontal then install at U3. 28(+5V). 8) Take a 74LS00 logic chip, bend pins 2,10 & 11 up to horizontal.

Install at U4. 9) Take a 28 pin DIL socket and install at U1.

If you are building a dev cart bigger than 2K/4K (Section 16), then tack in place only. eg. tack pins 14 & 28.

(Install the Ramona BIOS chip in this socket after completing the dev cart. An 8K, 16K or 32K EPROM can be used with the Ramona BIOS copied to the highest possible address in the ROM space). 10)Jumper U1 pin 2(A12) on the back of the PCB, to U3 pin 12. 11)Jumper U1 pin 22(OE-) to U4 pin 13(R/W-) on the back of the PCB. 12)Jumper U3 pin 2 to U4 pin 11. 13)Jumper U4 hole 10(R/W) to hole 11 on the back of the PCB. 14)Using a 3.3KΩ resistor, jumper U5 hole 8(Gnd) to hole 11(Clk) on the back of the PCB. Make it a snug fit. 15)Take a 74LS174 logic chip, bend pins 2,4,5,6,7,9, 10,11,12,15 & 16 up to horizontal then install on the back of U5 with pin 1 in hole 20. Page 24 of 38

16. Combined 2K/4K, 8K/F8 & 16K/F6 Bankswitching Dev Cart with Built-in BIOS This development cartridge supports 2K & 4K location for the switch is at either side of the PCB linear games, plus 8K and 16K 2600 games which approximately 12mm from the side of the case use F8 or F6 bankswitching. Built-in BIOS routines and 44mm from the top end of the case. Remove allow use of an unmodified Atari 7800 console. the switch again until the dev cart mod is finished. This is the most complex of the available Ramona dev cart designs and will require the 31)Take a 74LS374 logic chip, bend pins builder©s utmost tenacity. This is my personal limit to 1,2,3,4,5,7,11, 12,13,15,16,18 and 19 up to dev cart design using an existing game PCB. horizontal. Trim off the narrow part of pins 8 & 20 A switch is used to disable bankswitching for (to make installation easier) then install at U5. play of linear games. With bankswitching enabled, 32)Jumper the central pole of the SPDT switch to U5 the required method of bankswitching is selected pin 1(OE-). using a second switch. Access to ROM address hot 33)Jumper one switching pole of the SPDT switch to spots is used to trigger bank selection. F8 hot spots U3 pin 14(+5V) on the back of the PCB. (This is are at $1FF8 and $1FF9 whilst F6 hot spots are at the bankswitching "Off" position for 2K & 4K $1FF6 through $1FF9. games). No special command line switches are required 34)Jumper the remaining switching pole of the SPDT when uploading 2K or 4K games. (Use the -d switch switch to U3 pin 10(R/W-) on the back of the PCB. for 2K games). For upload of 8K & 16K games, the -f (This is the bankswitching "On" position for 8K/F8 switch is required. & 16K/F6 games). 35)Jumper U5(LS374) pin 4 to U1 pin 10(A0) on the Use a C300565-XXX PCB for this mod. back of the PCB. 36)Disconnect the jumper leading to U3 pin 13. Take MODIFYING THE GAME CARTRIDGE:- a 74LS32 logic chip, bend pins 1,2,3,4,5,6,8, 10,11 & 12 up to horizontal. Bend the narrow part Complete all steps #1 through #25 for the 2K/4K Dev of pin 13 so that it fits neatly against the matching Cart detailed in Section 15, then:- pin on U3(LS02) when the two are placed together. 26)Take a 74LS30 logic chip and bend all the pins out to horizontal. Bend the last 1.6mm of all pins Install on top of U3(LS02). Solder pin 13 and all back down to vertical. Trim off the narrow part of remaining vertical pins to matching pins on the pins 1,2,3,7,8 & 13 then install on the back of U1 bottom chip. Reattach the jumper leading to pin with pin 1 over hole 28. Solder all untrimmed pins 13. to matching holes of U1 then finish soldering the 37)Take a 74LS08 logic chip, bend pins 1 to 6 & 8 to 28 pin DIL socket. 13 up to horizontal then install on top of U4(LS00). Because this logic chip is fitted directly to the 38)Using a 3.3KΩ resistor, jumper U4(Top) pin 13 to back of the PCB, it's pin numbers are mirrored the bottom hole reserved for R3 (+5V). with respect to U1 hole numbers. 39)Using a 3.3KΩ resistor, jumper U4(Top) pin 10 to the bottom hole reserved for R5 (+5V). All supporting circuitry for the Ramona BIOS is 40)Jumper U3(Top) pin 8 to U4(Top) pin 12. now installed. Test your work by fitting the BIOS 41)Jumper U3(Top) pin 10 to U2 hole 26(A13). chip in U1. Try the dev cart in an unmodified 42)Jumper U4(Top) pin 10 to U5(LS374) pin 5. 7800 console. The Ramona cart menu should 43)Jumper U4(Top) pin 9 to U2 hole 2(A12). display. 44)Take a 74LS138 logic chip and bend pins 1,2,4,5,6,7 10,11,12,13 & 15 up to horizontal. This Temporarily jumper U2 pins 1,2 & 26 to pin chip is to be installed on top of U5(LS374) with pin 28(+5V) and try the dev cart as a 2K/4K type. You 1 over hole 1. Bend the narrow part of pins 3,9 & should be able to upload and play a 4K game. 14 so that they fit neatly against matching pins on U5(LS374) when the two are placed together. After testing, remove the temporary jumper on U2. Install on top of U5(LS374). Solder pins 3,9,14 and all remaining vertical pins to matching pins on 27)Jumper U1(Back) pin 1 to U1 pin 5(A5). the bottom chip. 28)Jumper U1(Back) pin 3 to U1 pin 21(A10). 45)Jumper U1(Back) pin 2 to U1 pin 6(A4). 29)Jumper U1(Back) pin 7 to U1 pin 14(Gnd). 46)Jumper U1(Back) pin 8 to U5(Top) pin 5. 30)Take a miniature, single pole, dual toggle (SPDT) 47)Jumper U5(Top) pin 2 to U2 pin 8(A2). switch and fit it in the front of the cartridge case. A 48)Jumper U4(Top) pin 13 to U5(Bottom,LS374) pin slide switch is preferred. Probably the best 2. Page 25 of 38

49)Jumper U5(Top & Bottom) pin 3 to U2 pin 7(A3). 60)Jumper one switching pole of the SPDT switch to 50)Jumper U5(Top) pin 4 to U4(Bottom) pin 3 on the U5(Top) pin 12(y3). (This is the 16K/F6 position). back of the PCB. 61)Jumper the remaining switching pole of the SPDT 51)Jumper U5(Top) pin 1 to U2 pin 9(A1). switch to the bottom hole reserved for C5 (+5V). 52)Jumper U5(Top) pin 6 to pin 16(+5V). (This is the 8K/F8 position). 53)Jumper U5(Top) pin 11(y4) to U4(Top) pin 5. 62)Jumper U2 pin 1(A14) to U2 pin 28(+5V). 54)Jumper U4(Top) pin 6 to U5(Bottom,LS374) pin 11. 55)Jumper U4(Top) pin 8 to U2 pin 2(A12). TROUBLESHOOTING:- 56)Jumper U4(Top) pin 11 to U2 pin 26(A13). 57)Bridge U5(Bottom) pin 7 to 8. The 4K program "Test Pattern" (color bar generator) 58)Take a (second) miniature SPDT switch and fit it by Video Soft should upload and play for both 8K/F8 in the front of the cartridge case. Locate to the and 16K/F6 settings. The program should work side of the PCB opposite the switch installed per whether cartridge bankswitching is functioning or not, Step #30. Remove again until the dev cart mod is so this can be used to verify that at least 4K is finished. successfully uploaded with bankswitching enabled. 59)Jumper the central pole of the SPDT switch to (Use 7800ctrl -f filename.bin). U4(Top) pin 4. Page 26 of 38

17. Appendix

17.1 Circuit Diagram for PCB No. C300565-XXX

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17.2 Circuit Diagram for PCB No. C100339

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17.3 Logic Diagrams

DESIGNATION LOGIC ELEMENT DESCRIPTION GENERAL NOTES CONCERNING LOGIC CIRCUIT LS00 2-input NAND DESIGN:- LS02 2-input NOR 1. There is usually more than one way of achieving a LS08 2-input AND particular logical output. This can be used to mini- LS10 3-input NAND mize the number of logic chips required by making best use of the gates available on each LS20 4-input NAND chip. eg. A 74LS00 has four 2-input NAND gates. LS30 8-input NAND 2. All address lines leading to an SRAM are inter- LS32 2-input OR changeable amongst themselves. This is because LS138 3-to-8 line demultiplexer the same connections used for upload are used for game play. The same holds true for data lines. LS139 2-to-4 line demultiplexer LS174 D-type flip-flop with Clear. Positive Address and data lines are not interchangeable edge clock on an EPROM since they are determined when the EPROM is programmed. LS175 D-type flip-flop with Clear and com- plementary output. Positive edge 3. A high value resistor which connects a logic line clock either to earth or +5V will pull the logic level of the LS374 Octal D-type flip-flop, positive edge line low (0V) or high (+5V) respectively whenever clock the line is not driven. Table 8 Description of Logic Elements

SIGNAL NAME CONVENTION Address A0....16 Data D0....7 Clock CP Chip Select (Active Low) CS Output Control (Active Low) OC Output Enable (Active Low) OE Write Enable (Active Low) WE

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18. Acknowledgments

Original document maintained using OpenOffice.org, converted to Portable Document Format using the Ghostscript utility ps2pdf. Drawings created with QCad by RibbonSoft, photographs edited using The Gimp. j Thanks to John Saeger and Eckhard Stolberg for their brilliant 7800 Dev System and for their generous support. j Thanks to Chris Bogey for his front end to 7800ctrl.exe. (run7800.exe) j Thanks to Mitch Orman for generously providing C100339 PCBs and SRAMs. j Thanks to Kevin Orman for his Windows 95 front end to 7800ctrl.exe. j Thanks to Dan Boris for advice on SRAMs and for 7800 cartridge info (7800cart.txt) j Thanks to K.Horton for valuable information on 2600 bankswitching methods (sizes.txt) and on specialized chips. (chips.txt) j Thanks to Cye Freeman for drawing attention to a flaw in jumpering on the linear devcart made by using existing built-in RAM (Section 8.)

FILE:- devcarts.pdf