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Page 1 of 38 Development Cartridges For The Atari 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 warranty is made with regards to the accuracy of the information. Copyright © 2002, 2003, Graham.J.Percy. All rights reserved. [email protected]

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Page 1: Development Cartridges For The Atari 7800 Development System · If you are using an NTSC Atari 2600 or 7800 console on a PAL TV and cannot get sound, then help is at hand. (This can

Page 1 of 38

Development Cartridges For The Atari 7800 Development System

devcarts.pdf - Rev. 14/2003

Important Note:-This document may be reproduced, in whole or in part, providedthe copyright notice remains intact and no fee is charged. The datacontained herein is provided for informational purposes only. Nowarranty is made with regards to the accuracy of the information.

Copyright © 2002, 2003, Graham.J.Percy. All rights [email protected]

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Page 2 of 38

Table of Contents1. Introduction......................................................................................................................................3

1.1 Where to find the most recent documentation......................................................................31.2 Summary...................................................................................................................................31.3 Choosing between a DevOS Console & Ramona Dev Carts..............................................51.4 Making bigger 7800 Dev Carts...............................................................................................51.5 Making bigger 2600 Dev Carts...............................................................................................5

2. How to modify a PAL 7800 Console.............................................................................................62.1 Console Specification..............................................................................................................62.2 The DevOS BIOS Chip............................................................................................................62.3 Installing the DevOS BIOS Chip.............................................................................................6

3. How to get sound from an NTSC console when using a PAL TV.............................................63.1 Atari 7800..................................................................................................................................63.2 Atari 2600 Jnr...........................................................................................................................6

4. Parts required for Dev Cart Mods.................................................................................................74.1 A suitable Atari 7800 Game Cartridge...................................................................................74.2 32Kx8, 64Kx8 or 128Kx8 Static Random Access Memory (SRAM)...................................74.3 Jumper Wire.............................................................................................................................74.4 Capacitors.................................................................................................................................7

5. Dev Cart Construction Tips............................................................................................................86. 32K/48K Linear Dev Cart...............................................................................................................97. 32K "Pokey" Dev Cart....................................................................................................................98. Making use of built-in RAM..........................................................................................................109. FlashROM Socketed Dev Cart....................................................................................................1010. 144K Bankswitching Dev Cart...................................................................................................1111. 64K/144K Bankswitching Dev Cart with Built-in BIOS...........................................................14

11.1 Modifying Game Cartridge PCB Type C300565-XXX.....................................................1411.2 Modifying Game Cartridge PCB Type C100339..............................................................16

12. Combined 2K/4K & 8K/F8 Bankswitching Dev Cart...............................................................1813. Combined 8K/F8 & 16K/F6 Bankswitching Dev Cart with SC RAM.....................................2014. Combined 2K/4K & 32K/F4 Bankswitching Dev Cart with SC RAM.....................................2215. Linear 2K/4K Dev Cart with Built-in BIOS...............................................................................2316. Combined 2K/4K, 8K/F8 & 16K/F6 Bankswitching Dev Cart with Built-in BIOS................2417. Appendix......................................................................................................................................26

17.1 Circuit Diagram for PCB No. C300565-XXX.....................................................................2617.2 Circuit Diagram for PCB No. C100339..............................................................................2717.3 Logic Diagrams....................................................................................................................28

17.3.1 Atari Super Game Cartridge Logic.............................................................................2917.3.2 Dev Cart Logic...................................................................................................................................................30

18. Acknowledgments......................................................................................................................38

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1. Introduction

1.1 Where to find the most recentdocumentation

This document has been written as asupplement to instructions for making the Atari 7800Development System and cart dumper by JohnSaeger and Eckhard Stolberg.

For the most recent version of the system modinstructions refer to:-

http://home.arcor.de/estolberg/tools/index.html

Or search for "7800 development system"

For the most recent version of this document(devcarts.pdf) refer to:-

http://www.geocities.com/gjp57/download.htm

1.2 SummaryFirst in this document is a description of how a

PAL 7800 console was fitted with a DevOS BIOSrom chip. The console was originally purchased inAustralia (with the built in game Asteroids).

Secondly, a number of development cartridgemodifications are described. For the most part theyrequire a common cartridge PCB like that found inChoplifter (PAL). The simplest 48K dev cart requiresonly one jumper whilst a 144K bankswitching devcart can be built with as few as seven jumpers.

With a good range of dev carts supporting thepredominant 2600 software formats, the 7800development system is now equally at home hosting2600 binaries. Further, it is no longer essential tomodify your 7800 console since a dev cart with builtin "Ramona" BIOS can be used on a stock 7800console.

A complete summary of dev cart game supportis given in Table 1.

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\ Game Type

Dev Cart7816 7832 7848

78S4

(64K)

78SG

(128K)

78S9

(144K)262K(2) 264K

26FE(5)

(8K)

26F8

(8K)

26S8

(RAM)

26F6

(16K)

26S6

(RAM)

26F4

(32K)

26S4

(RAM)

32K Linear(7) 3 3 7 7 7 7 3 3 3 7 7 7 7 7 7

32K LinearFlashROM(8) 3 3 7 7 7 7 3 3 3 7 7 7 7 7 7

32K Linear "Pokey"(7) 3 3 7 7 7 7 3 3 3 7 7 7 7 7 7

48K Linear(7) 3 3 3 7 7 7 3 3 3 7 7 7 7 7 7

64K Bankswitching 3 3 3(3) 3 7 7 3 3 3 7 7 7 7 7 7

144K Bankswitching 3 3 3(3) 3(4) 3 3 3 3 3 7 7 7 7 7 7

2K/4K 7 7 7 7 7 7 3 3 7 7 7 7 7 7 7

2K/4K & 8K/F8 7 7 7 7 7 7 3 3 7 3 7 7 7 7 7

2K/4K, 8K/F8 &16K/F6 7 7 7 7 7 7 3 3 7 3 7 3 7 7 7

8K/F8 & 16K/F6 withRAM(6) 7 7 7 7 7 7 7 7 7 3 3 3 3 7 7

2K/4K & 32K/F4 withRAM(6,7) 7 7 7 7 7 7 3 3 7 7 7 7 7 3 3

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.

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1.3 Choosing between a DevOSConsole & Ramona Dev Carts

There is a choice to be made between modifyinga 7800 console with the DevOS BIOS, or buildingRamona dev carts to use on an unmodified 7800console. Either way you will require a programmedEPROM (DevOS BIOS or Ramona BIOS) and acomputer link cable.

See Table 2 below for a comparison of the two:-

Using a DevOS Console Using Ramona Dev Carts

Modifying console may betricky (especially NTSC)

No need to risk modifying aconsole

Video standard (NTSC/PAL) depends on consolemodified

Ramona carts work equallywell on NTSC or PALconsoles

Can dump 2600 and 7800ROM images off gamecartridges

Cannot dump ROM images

Standard dev carts aresimpler to build

Equivalent Ramona devcarts are more complex tobuild

Best range of dev cartdesigns

Some dev carts are notavailable with RamonaBIOS. ie. Pokey, FlashROM,2600 with SC RAM

Can upload and play 2600and 7800 games

Can upload and play 2600and 7800 games

Table 2 Comparison of the DevOS console withRamona Dev Carts

1.4 Making bigger 7800 Dev CartsIt is possible to build much larger dev carts.

Atari's bankswitching scheme for the 7800 can beexpanded easily using existing cartridge logic.

Bank numbers selected by game software arestored in the cartridge flip-flop as a binary numberwith each digit controlling a banked address line. Ona standard 128K game, the first three data lines(D0,D1 & D2) are stored giving 8 defined banks of16K. However, as many as eight data lines can bestored in the cartridge flip-flop yielding an eight digitbinary bank number, or 256 defined banks of 16Keach. That's 4 MBytes of total game space!

eg. To double SRAM size from 128K to 256K, jumperD3 to an unused flip-flop input. Jumper the matchingflip-flop output to the new SRAM address line. Also,using a pull-up resistor, jumper the new address lineto +5V. (To select the top 16K bank when flip-flopoutput is disabled).

To use anything larger than 128K requires thatsupport be written in to 7800ctrl.exe.

1.5 Making bigger 2600 Dev CartsIt is also possible to build larger 2600 dev carts

but this is not as straight forward as with 7800software. There is no existing bankswitchingscheme for the 2600 that can be expanded simply,instead it is necessary to propose new bankswitchingschemes which will be suitable. In particular,bankswitching hot-spots should not conflict withprocessor start up vectors which are near the top ofthe available ROM address space.

I propose that up to 256 banks of 4K each couldbe controlled using a single 74LS374 flip flop. Also,going larger with more banking hot spots has theadvantage of simplifying hot spot detection.

I suggest the schemes described in Table 3below.

Any of the proposed bankswitching schemescan be used in conjunction with Super Chip RAM.

Note also that 7800ctrl.exe could be used toupload to 64K or 128K dev carts without modific-ation.

Diminishing ReturnsBear in mind that hot-spots cannot be used to

hold useful data in the game ROM image. The loss ofuseful space from each bank is equal to the actualnumber of banks (in bytes per bank). eg. On a 64Kgame 16 bytes would be lost from every 4K bank,and if the programmer didn't care to use the spaceavailable above the hot-spots then the loss is virtuallydoubled.

In addition, use of 128 bytes of Super Chip RAMmakes the first 256 bytes of each 4K bankunuseable.

Size Hot Spot AddressRange

Short HandDesignation

Designationwith SC.RAM

Test for Hot-SpotDetection

No. OfBanks

Bank No.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

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2. How to modify a PAL 7800 Console

2.1 Console SpecificationAtari Model No.7800 PAL B

Made in ChinaS/No. A1(084)5029749Motherboard P/No. C300633-001 Rev C

2.2 The DevOS BIOS ChipThe following EPROMs have been used successfullyfor console conversion:-

24-pin 4K (2732)28-pin 8K, 16K, & 32K (DevOS copied to last 4K)

2.3 Installing the DevOS BIOS Chip Remove component W6 and install at location

W5. (W6 is in the front-right corner of themotherboard). For a 24-pin eprom only, remove component W2and install at location W3. (W2 is located to theleft of the socketed BIOS chip). Remove the original BIOS chip (P/No. C300558-001) from it's socket. Insert the new BIOS chipwith the same orientation. For a 24-pin eprom,install at the extreme right of the socket.

BTW, the built in game is not supported by theDevOS BIOS.

3. How to get sound from an NTSC console when using a PAL TVIf you are using an NTSC Atari 2600 or 7800

console on a PAL TV and cannot get sound, thenhelp is at hand. (This can even be a problem with an"NTSC ready" TV).

3.1 Atari 7800Near the left end of the cartridge slot is an

adjustable inductor (R.F.choke) L2 which is used toset the sound carrier frequency. The range ofadjustment, however, is not sufficient to alter tuningfor a PAL TV. Immediately to the right of L2 isanother inductor, L3 which needs to be reduced invalue:-

Either replace L3 with a 1.0µH inductor, or jumpera 2.2µH inductor across L3. Tune your TV for best picture quality then using anon-conductive 2mm hex driver adjust L2 for bestsound.

3.2 Atari 2600 JnrLocate L8 which is an adjustable inductor in a

square metal shell. This can be accessed throughholes in the top and bottom of the motherboardshielding in the very front-right corner. (Not theorange plastic inductor). L8 is used to set the soundcarrier frequency:-

Tune your TV for best picture quality then using asmall non-conductive flat tipped driver adjust L8for best sound. (Expect to turn C.W. from thefactory setting).

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4. Parts required for Dev Cart Mods

4.1 A suitable Atari 7800 GameCartridge

Except for the "Pokey" Dev Cart which requiresa Ballblazer cartridge, all modifications shown wereoriginally based on the Printed Circuit Board partNo.C300565-XXX. (The 64K/144K Bankswitchingdev cart with built-in BIOS can also be made from aC100339 PCB).

An Atari 7800 PAL game cartridge "Choplifter"was used for original modifications. PAL gameswhich are known to use this PCB are:-

Alien Brigade(1) Hat Trick

Barnyard Blaster Impossible Mission(2)

Choplifter Jinks(2, 3)

Crossbow(1) Joust

Desert Falcon Mario Bros.

Donkey Kong One On One

Donkey Kong Jnr Super Huey

Food Fight Tower Toppler(2)

Galaga XeviousTable 4

NTSC games which are known to use this PCB:-

Barnyard Blaster Jinks(2)

Crack'ed Tower Toppler(2)

Dark Chambers Winter Games(4, 5)

Table 5

Notes:- (1) Additional 16K ROM at U2(2) At least 8K RAM at U2(3) IMS1630-PL70 chip at U2(4) 16K or 32K RAM chip at U2(5) CXK58256P-12L chip at U2

4.2 32Kx8, 64Kx8 or 128Kx8 StaticRandom Access Memory (SRAM)

In original modifications, cache and cmosmemory from 486 and Pentium motherboards wasused. These SRAM chips are generally 7.6mm wide.Every type tried was found to work fine, although Idid come across a couple of dud chips.

Most dev cart designs shown here rely on WriteEnable (WE-) over-riding Output Enable (OE-) duringwrite cycles. This works fine with all SRAMs tested todate.

The following types were used successfully (32K 28-pin unless noted):-

MANUFACTURER PART No.

Alliance AS7C256-20PC

Alliance (64K 32-pin) AS7C3512-15PC

AT & T ATT7C199P-20

Cypress CY7C199-20PC

EtronTech Em51256C-15PL

Integrated Device Technology IDT71256-S25TP

ISSI IS61C256A-20N

Matra MHS HM3-65756F-5

Micron MT5C2568-20

Mosel MS62256A-25NC

Motorola MCM6206DP20

Samsung KM68V257CP-15

Samsung (128K 32-pin) K6T1008C2C-DB55

Toshiba TC55328AP-20

United Microelectronics Corp. UM61256K-15

Winbond (16K 28-pin) W24129AK-15

Winbond W24257AK-15

Winbond (64K 32-pin) W24512AK-20Table 6

4.3 Jumper WirePlain copper stranded wire with PVC sheath.

Typically a light duty hook-up wire 27 to 24 a.w.g.(0.11 - 0.22 squ.mm). (Suitable wire can usually befound by stripping an old computer printer cable).

4.4 CapacitorsAll capacitors fitted to dev carts are the ceramic

type 0.1 µF ("104"). If you are using a C100339 PCBthen the type with axial leads fits best. (There areseveral of these on an Atari 2600 console).

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5. Dev Cart Construction Tips Always hold the Printed Circuit Board (PCB) in a

vice or with a small clamp when soldering. If yourvice has metal jaws then use duct tape to attachsome scrap plywood to them. If you do not have avice, then use a small clamp and some scrap plypacking to clamp the PCB to the edge of a tabletop. Use no more clamping force than isnecessary to hold the PCB firmly.

When removing IC chips from the PCB, filethrough the chip pins right next to the chip body.Remaining pin legs can then be easily removedone at a time. (If the chip location is to remainvacant then there is no need to remove theremaining pin legs).

If you have a solder sucker then chips can beremoved intact and reused if required. Heat eachpin near the top surface of the PCB. When thesolder liquefies apply suction over the pin on thebottom surface of the PCB. Inspect each pin holefor absence of solder then move the pin back andforth using a small screwdriver to ensure it is free.When all pins are free it will be possible to coaxthe chip from the PCB. Do not use force as thePCB traces may be torn from the PCB surface.

When a PCB jumper is required to be open (notbridged) simply suck all the solder from it. Onsome PCBs the jumpers are bridged by a smalltrace that is not obvious. If so, then cut or filethese traces through.

If a logic chip or chip socket is to be fitted thenyou will require a solder sucker to clear the pinholes. The hand held variety is good value.

When logic or memory chip pins are to be bent upto horizontal always trim off the narrow part ofthese pins. This leaves small flaps that are lesslikely to cause physical interference or anelectrical short. Always solder all remainingvertical pins to the matching bottom chip pins.

Wherever logic or memory chips are stacked twohigh, allow the first installed chip to coolcompletely before installing the second chip.Route jumpers around stacked chips to allow forclearance inside the cartridge case.

Use resin cored solder 1mm diameter or smaller.

The application of a smooth coating of solder tothe soldering iron tip is referred to as tinning. Acoating of solder on the tip will prevent oxides for-ming and is an efficient conductor of heat. A newsoldering iron tip should be tinned prior to use andperiodically thereafter. Leave a generous coatingof solder on the tip each time you switch off.

How to tin a soldering iron tip:-

Start with a clean tip. If the tip has becomeoxidized and won't wet then carefully file awayoxidized material leaving bare metal. Switch theiron on and apply a coating of solder over thewhole surface of the tip as soon as it's hot enoughto melt the solder. (Do not delay in applying solderas oxides will form if the uncoated tip gets toohot). Clean off excess solder with a damp cloth.

Work quickly when soldering delicate parts suchas logic chips and SRAM.

When soldering a connection, use the iron to heatthe parts being joined. Feed solder directly intothe joint. (Do not feed solder onto the iron as thiscan result in a "cold" soldered joint which may faillater). eg. Attaching a jumper to a pin:-

PCB in vice or clamped firmly. Hold jumper against pin. Lightly press iron tip against wire and pin to

hold and heat. Use free hand to apply solder to wire & pin. Hold jumper steady against pin while iron is

removed & joint solidifies.

If required, parts to be connected can be wettedindividually prior to joining.

When bridging across pins on a logic chip, feedsolder onto each pin near the chip body. With asmall bead on each pin bridge across the pinswith the iron and the beads will join. (This workseven if one pin is bent up and the other is down).

Troubleshooting; some potential pitfalls:-

A construction step that has been missed oronly partially completed. A missed connection. Sometimes solder thathas been fed onto two parts to be joined willmake two small beads that are not connected. Loose solder or unintended bridges of soldercausing a short. A broken trace. (Bypass with a jumper to thenearest junction). Incorrect orientation of logic chip or SRAM. (AnSRAM installed end for end will crash theconsole). Pin numbers interpreted incorrectly. eg. If youare installing a 32-pin chip over a chip locationwith only 28 holes then pin numbers and holenumbers will not correspond. (Actual pinnumbers, and actual hole numbers are alwaysused in these instructions). A faulty SRAM or logic chip.

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6. 32K/48K Linear Dev CartMODIFYING THE GAME CARTRIDGE:-

1) Remove U1,U2 and U5.2) This modification requires a 74LS02 logic chip at

U3 and a 74LS00 logic chip at U4. Fit as required.3) Ensure that R1 and C2 are fitted. Use a zero Ohm

link or wire jumper at R1. If you plan on fitting a 32pin SRAM (64Kx8 or 128Kx8) then locate R1 andC2 on the back of the PCB.

Remove all other Resistors and capacitors.

Follow remaining instructions for the SRAMs youhave chosen:-

USING ONE 32Kx8 SRAM (32K)

4) Take a 28 pin, 32K SRAM chip and bend all thepins out to approximately 45 deg so that pin endsmatch 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 bendall the pins out to approximately 45 deg so thatpin ends match hole positions of U2. Bend pins1(NC), 2(A16), 22(CS-), 24(OE-), 31(A15) and32(Vcc) up to horizontal then install at U2 with pin3 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

pin 2(A16) to pin 16(GND).

USING TWO 32Kx8 SRAMS (48K)

4) Take a 28 pin, 32K SRAM chip and bend all thepins out to approximately 45 deg so that pin endsmatch hole positions of U2. Install at U2.

5) Take a (second) 28 pin, 32K SRAM chip andbend the very ends (the last 2mm) of all the pinsout to approximately 45 deg. This chip is to sitpiggy-backed over the first 32K SRAM chipinstalled at U2 (per step #4). Bend pins 20(CS-)and 22(OE-) up to horizontal.

Install the second chip directly on top of the first.All but pins 20(CS-) and 22(OE-) are to besoldered to matching pins on the first chip.

6) Jumper U3 pin 4(A15-) to U2(Top) pins 20 & 22(CS- & OE-).

Figure 1 Using two 32Kx8 SRAMs

7. 32K "Pokey" Dev CartThis development cartridge supports 7800 pro-

grams that use Atari's multi-purpose Pokey chip. Italso supports the same games as a regular 32K cart.

DESIGN:-

1) A Ballblazer cartridge is required for thismodification, PCB part number C026461. Atari'sPokey chip comes fitted at U3.

2) The memory size is limited to 32K because thePokey chip uses the first 16k of the available 48Kmemory address space.

MODIFYING THE GAME CARTRIDGE:-

1) Remove U1.2) Move the jumper at W1 from [1-2] to [2-3].

Legend:-

3) Remove jumpers at W2 and W3.4) Take a 28 pin, 32K SRAM chip and bend all the

pins out to approximately 45 deg so that pin endsmatch hole positions of U1. Install at U1.

5) Take a 74LS00 logic chip, bend pin 2 up tohorizontal then install at U2. (Note:- Chip pins 1and 14 are at the top end of the PCB).

6) Jumper U2 pin 8 to W2 hole 2(WE-).7) Jumper U2 pin 9 to U3(Pokey) pin 7(CLK2).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

13.10)On the back of the PCB, bridge U2 hole 2 to pin

3(CS-).

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8. Making use of built-in RAMA few of Atari's 7800 game cartridges come with

a RAM chip fitted in U2. (eg. Jinks, Tower Toppler,Winter Games). It is possible to make use of thisRAM chip.

Start by completing steps 1 through 3 of the32K/48K linear dev cart mod detailed above.(Without removing the RAM at U2).

Finally, complete steps detailed below:-

DEV CART USING EXISTING RAM CHIP

U2 hole 20 is connected by a single trace to U4pin 3. (This is the only trace connecting to U4 pin3). Locate this trace on the back of the PCB in thevicinity of U4 and cut or file it through.

Jumper U2(RAM) pin 20(CS-) to U3 pin 4 (A15-).

The size of the dev cart will depend on the size of theoriginal RAM chip fitted to the board.

DEV CART USING EXISTING RAM CHIP PLUSADDITIONAL 16K/32K SRAM

This mod is only useful when there is 32K of RAMalready fitted at U2, in which case you will finishwith a 48K dev cart. (eg. Using a Summer orWinter Games cart).

Take a 28 pin, 16K or 32K SRAM chip and bendthe pins out almost to horizontal so that they restagainst the edge of the existing RAM chip whenplaced piggy-back over it. Bend pin 20 (CS-) andpin 22 (OE-) up to horizontal. With the SRAM chippiggy-back over the existing RAM chip bend thevery ends of all remaining pins over the edge ofthe RAM chip to touch it's pins.

Install the second chip directly on top of the first.All but pin 20(CS-) and 22(OE-) are to besoldered to matching pins on the existing RAMchip.

Jumper U4 pin 3 to U2(Top) pins 20 & 22 (CS- &OE-).

9. FlashROM Socketed Dev CartNOTE:- The EEPROM dev cart detailed in earlierversions of this document has been redesigned toaccept FlashROM (PEROM). FlashROM has beenfound to work more reliably with the 7800 devsystem.

The 7800 development system can be used toprogram Flash Programmable and Erasable ReadOnly Memory (FlashROM or PEROM). TheFlashROM chip chosen must be suitable for 5Voperation. eg. An Atmel AT29C256-90PI has beenused successfully.

This dev cart has been wired for FlashROM pinassignments which differ slightly from regularEPROM or SRAM pin assignments. See below:-

"!$#

%&'( ) *,++

-/.1032543687:9<;>=@?:032A2B=1C/?EDGF?IH2

FEATURES:-

1) The FlashROM is mounted in U1 allowing accesswhile the cartridge is inserted in the console.

2) A large area around U1 has been made clear toallow installation of a Zero Insertion Force (ZIF)socket if required. (Maximum foot print isapproximately 26mm x 58mm).

3) Uploading to the FlashROM dev cart requires useof the -c3 switch. This enables 64K page writeswhich are required for the Atmel chip.

MODIFYING THE GAME CARTRIDGE:-

1) Remove all chips U1 through U5.2) Ensure that jumpers W2,W4 and W6 are open.3) Ensure that jumpers W1,W3 and W5 are bridged.4) Ensure that R2 and C1 are fitted. Use a zero Ohm

link or wire jumper at R2.

Remove all other Resistors and capacitors.5) Install your 28-pin Dual In line socket at U1.6) Take a 74LS00 logic chip, bend pins 8 and 9 up to

horizontal then install at U4.7) Bridge U4 pin 4 to 5 and pin 9 to 10.8) Jumper U4 pin 6(A15-) to U3 hole 13(CS-).9) Jumper U4 pin 8(R/W-) to U4 pin 13 and U5 hole

6(OE-).10)Jumper U4 pin 11 to U5 hole 5(WE-).

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10. 144K Bankswitching Dev CartThis development cartridge supports all Atari

7800 games except those relying on thebankswitching methods of Absolute or Activision. (eg.Double Dragon, F-18 Hornet and Rampage). Atari's"Pokey" chip functions are not supported, so gamessuch as Ballblazer and Commando lack full sound.

64K games that use bank numbers 0-3 willrequire the use of the -d switch for uploading. (eg.Tank Command & Pitfighter). Super Huey UH-IX alsorequires use of the -d switch.

Any cartridge with PCB No.C300565-XXX canbe modified, however, using a Summer or Wintergames cart or a Crossbow cart will give you a headstart since many of the required components arealready present.

DESIGN:-

1) Atari's bankswitching hardware is used to uploadbinary files in banks of 16K. Chip enable logic forU1 (main SRAM) and output enable logic for U5(bankswitching chip) have been modified to allowwrite access for uploading (through $C000-$FFFF).

2) This cart can be built using a single 128k x 8SRAM in U1 or by substituting two 64k x 8SRAMs or four 32k x 8 SRAMs with chip enablelogic controlled by the higher bankswitchedaddress line(s).

MODIFYING THE GAME CARTRIDGE:-

1) Remove U1.2) If there is a ROM chip or an 8K RAM chip in U2

then remove it. If there is a 16K or 32K RAM chipin U2 (ie. Summer or Winter Games) and you planon using a 128K or two 64K SRAMs in U1 thenthe RAM chip can be used as-is with no difficulty.

3) Suck the solder out of all unoccupied componentholes except U1 and U2 (not necessary).

4) Ensure that jumpers W1,W2,W4,W5 and W6 areopen.

5) Ensure that jumper W3 is bridged.6) Ensure that R1 and R2 are fitted. (Use zero Ohm

links or wire jumpers).7) Ensure that 3.3KΩ resistors are fitted at R3, R4

and R5.8) This modification requires a 74LS02 logic chip at

U3 and a 74LS00 logic chip at U4. Fit as required.9) Install C1,C2,C3,C4 & C5 on the back of the PCB.

If you plan on using four 32K SRAMs in place ofU1 then C1 & C2 can be left on the front of thePCB.

10)Take a 74LS20 logic chip, bend pins 5,6,8,10 and13 up to horizontal then install on top ofU3(LS02).

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.

If U5 is present (74LS374) then cut through thePCB trace leading from pin 1. To check that thepin is disconnected test continuity between U5 pin1 and U2 hole 1.

13)Take a 28 pin, 32K SRAM chip and bend all thepins out to approximately 45 deg so that pin endsmatch hole positions of U2. Install at U2.

14)Take a 74LS00 logic chip, bend pins1,3,4,6,8,10,11 and 12 up to horizontal then installon top of U4 (also 74LS00).

15)Bridge U4(Top) pin 1 to 2 and pin 10 to 11.16)Jumper U4(Top) pin 3 to U4(Top) pin 12.17)Jumper U4(Top) pin 4 to U3(Top) pin 8.18)Jumper U4(Top) pin 6 to U5(74LS374) pin 1 (OE-)

Figure 2 144K BS Dev Cart after Step #18

Follow remaining instructions for the SRAMs youhave chosen:-

USING ONE 128Kx8 SRAM

19)Take a 32 pin, 128K SRAM chip and bend all thepins out to approximately 45 deg so that pin endsmatch hole positions of U1. Bend pins 1(NC),2(A16), 22(CS-), 24(OE-), 29(WE-) and 31(A14)up to horizontal. Bend pin 32(Vcc) so that it sitsneatly against bare metal on R2. Install at U1 with pin 3 in hole 1. Solder all matingpins including pin 32(Vcc) to R2.

20)Jumper U1 pin 31(A14) to U1 hole 27(A14-BS).21)Jumper U1 pin 2(A16) to U1 hole 22(A16-BS).22)Jumper U1 pin 29(WE-) to U3 pin 2.23)Jumper U4(Top) pin 8 to U1 pins 22 & 24 (CS- &

OE-).

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USING TWO 64Kx8 SRAMs

19)Take a 74LS139 logic chip, bend pins 1,4,5,6,7and 9 to 15 up to horizontal then install on top ofU5(74LS374) with pin 1 over hole 1.

20)Jumper U4(Top) pin 8 to U5(Top) pin 15(OE-).

21)Take a 32 pin, 64K SRAM chip and bend all thepins out to approximately 45 deg so that pin endsmatch 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 sitsneatly against bare metal on R2. Install at U1 with pin 3 in hole 1. Solder all matingpins including pin 32(Vcc) to R2.

22)Take a (second) 32 pin, 64K SRAM chip andbend the very ends (the last 2mm) of all the pinsout to approximately 45 deg. This chip is to sitpiggy-backed over the first 64K SRAM chipinstalled at U1 (per step #21).

Bend pins 1(NC), 2(NC), 22(CS-) and 24(OE-) upto horizontal. Bend pins 29(WE-), 31(A14) and32(Vcc) so that they fit neatly against matchingpins on the first SRAM chip when the two chipsare placed together.

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 firstchip.

23)Jumper U1(Top & Bottom) pin 31 to U1 hole27(A14-BS).

24)Jumper U1 hole 22(A16-BS) to U5(Top) pins 13 &14.

25)Jumper U1(Top & Bottom) pin 29(WE-) to U3 pin2.

26)Jumper U5(Top) pin 12 to U1(Bottom) pins 22 &24 (CS- & OE-).

27)Jumper U5(Top) pin 9 to U1(Top) pins 22 & 24(CS- & OE-).

Figure 3 Completed Dev Cart using two 64Kx8 SRAMs

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USING FOUR 32Kx8 SRAMs

Install a 74LS139 logic chip per steps #19 & #20for the two 64K SRAM mod detailed previously,then:-

21)Jumper U5(Top) pin 13 to U1 hole 27(A14-BS).22)Jumper U5(Top) pin 14 to U1 hole 22(A16-BS).23)Take a 28 pin, 32K SRAM chip and bend all the

pins out to approximately 45 deg. Bend thenarrow part of all but pins 20(CS-), 22(OE-) &27(WE-) up an additional 90 deg so that pin endsmatch hole positions of U1 when the chip isplaced upside down on the PCB.

Install the chip on the back of the PCB behind thelocation reserved for U1 with the top of the chipfacing the PCB.

24)Jumper U1(Back) pin 27(WE-) to U3 pin 2(WE-)on the back of the PCB.

25)Take a 28 pin, 32K SRAM chip and bend the veryends (the last 2mm) of all the pins out to approxi-mately 45 deg. This chip is to sit piggy-backedover the 32K SRAM chip previously installed atU2 (per step #13).

Bend pins 1(A14), 20(CS-) and 22(OE-) up tohorizontal.

Install the second chip directly on top of the firstchip installed at U2. All but pins 1(A14), 20(CS-)and 22(OE-) are to be soldered to matching pinson the first chip.

26)Take a 28 pin, 32K SRAM chip and bend all thepins out to approximately 45 deg so that pin endsmatch hole positions of U1. Bend pins 20(CS-),22(OE-) and 27(WE-) up to horizontal then installat U1.

27)Take a 28 pin, 32K SRAM chip and bend the veryends (the last 2mm) of all the pins out to approxi-mately 45 deg. This chip is to sit piggy-backedover the first 32K SRAM chip installed at U1 (perstep #26).

Bend pins 20(CS-), and 22(OE-) up to horizontal.Bend pin 27(WE-) so that it meets the matchingpin on the first sram chip when the two chips areplaced together.

Install the second chip directly on top of the first.All but pins 20 (CS-) and 22 (OE-) are to besoldered to matching pins on the first chip.

28)Jumper U1(Top & Bottom) pin 27 (WE-) to U3 pin2.

29)Jumper U2(Top) pin 1 to U1(Top & Bottom) pin 1(A15-BS).

30)Jumper U5(Top) pin 12 to U1(Bottom) pins 20 &22 (CS- & OE-).

31)Jumper U5(Top) pin 11 to U1(Top) pins 20 & 22(CS- & OE-).

32)Jumper U5(Top) pin 10 to U1(Back) pins 20 & 22(CS- & OE-).

33)Jumper U5(Top) pin 9 to U2(Top) pins 20 & 22(CS- & OE-).

Figure 4 Using four 32Kx8 SRAMs:- Front Figure 5 Using four 32Kx8 SRAMs:- Back

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11. 64K/144K Bankswitching Dev Cart with Built-in BIOSThis development cartridge offers the same

Atari 7800 game support as the regular 144Kbankswitching dev cart with the added feature ofhaving built-in BIOS routines. This allows the use ofan unmodified Atari 7800 console for uploadinggames.

Any cartridge with PCB No.C300565-XXX orC100339 can be modified, however, the less compo-nents there are to begin with the better so it's easiestto start with a 32K or 48K game cartridge.

DESIGN:-

1) A flip-flop has been added to control chipselection between EPROM (BIOS) and SRAM(uploaded game). This is done by storing thevalue of data line D7 which is set whenever abank number is selected (ie. written in $8000-$BFFF).

2) At power-up, the "D7" flip-flop clock signal and

data input are initially held low by high valueresistors connected to ground. As the clock signalis driven high the flip-flop is automatically set forEPROM (BIOS) selection.

3) Uploading of files is accomplished using the samemeans as the regular 144K bankswitching devcart.

4) This cart can be built using a single 128k x 8SRAM in U2 or by substituting two 64k x 8SRAMs or two 32k x 8 SRAMs with chip enablelogic controlled by the bankswitched line for A15.

5) Using two 32K x 8 SRAMS results in a 64Kversion of the cart which still provides at leastpartial support for a few 128K games:-

Karateka and Waterski play fine. Barnyard Blaster, Jinks & Sentinel play with

dodgy graphics. Fatal Run allows you to drive through the firstlevel.

11.1 Modifying Game Cartridge PCB Type C300565-XXX1) Remove all chips U1 through U5.2) Suck the solder out of all unoccupied component

holes.3) Ensure that jumpers W2 & W5 are bridged. All

other jumpers are to be open.4) Ensure that R1 and R2 are fitted. (Use zero Ohm

links or wire jumpers).5) Remove R3,R4 and R5 if present.6) Ensure that C1 through C5 are fitted. (C2, C3 &

C4 need to be on the back of the PCB).7) Take a 74LS02 logic chip, bend pins 11 and 13 up

to horizontal then install at U3.8) Jumper U3(LS02) pin 9 (R/W) to pin 11.9) Take a 74LS32 logic chip, bend pins 1,2,3,5,6 and

8 to 12 up to horizontal. Bend the narrow part ofpin 13 so that it fits neatly against the matchingpin on U3(LS02) when the two are placedtogether.

Install on top of U3(LS02). Solder pin 13 and allremaining vertical pins to matching pins on thebottom chip.

10)Jumper U3(Top) pin 6 to U4 hole 8.11)Take a 74LS00 logic chip, bend pins 8 & 10 up to

horizontal then install at U4.12)Jumper U4(LS00) pin 8 to U3(Top) pin 12.13)Take a 74LS374 logic chip, bend pins 1,2,5 & 6

up to horizontal then install at U5.14)Using a 3.3KΩ resistor, jumper U5(LS374) pin 5

to the bottom hole reserved for C5 (+5V) on theback of the PCB. (This hole is connected to R2 bya wide trace on the back of the PCB).

15)Take a (second) 74LS374 logic chip, bend pins1,2,5 6,9,12,15,16,17 & 19 up to horizontal theninstall on top of U5(also LS374).

16)Install a zero Ohm link or wire jumper at R4.17)Using a 3.3KΩ resistor, jumper U5(Top) pin 1 to

pin 17.18)Jumper U5(Top) pin 1 to pin 8(Gnd).

19)Using a 3.3KΩ resistor, jumper U5 pin 10(Gnd) topin 11 (Clk) on the back of the PCB.

20)Jumper U5(Top) pin 16 to U4(Bottom) pin 10 andU3(Top) pin 5. (Stored value of D7-).

21)Take a 74LS02 logic chip, bend pins 1,3,4,5,6 and8 to 13 up to horizontal then install on top ofU4(LS00).

22)Bridge U4(Top) pin 2 (A14) to pin 3.23)Jumper U4(Top) pin 1 (A14-) to pin 5.24)Jumper U4(Top) pin 4 to U5(Bottom) pin 1 (OE-).25)Jumper U4(Top) pin 6 to U4(Bottom) pin 13 (R/W-

), on the back of the PCB.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 the Ramona BIOS chip in this socket aftercompleting the dev cart. An 8K, 16K or 32KEPROM can be used with the Ramona BIOScopied to the highest possible address in theROM space).

28)Jumper U1 pin 19 (D7) from the back of the PCBto U4(Top) pins 8 & 9.

29)Jumper U1 pin 22 (OE-) to U3(Bottom) pin 10(R/W-) on the back of the PCB.

All supporting circuitry for the Ramona BIOS is nowinstalled. Test your work by fitting the BIOS chip inU1. Try the dev cart in an unmodified 7800 console.The Ramona cart menu should display.

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30)Take a 28 pin, 32K SRAM chip and bend all thepins out to approximately 45 deg. Bend thenarrow part of all pins up an additional 90 deg sothat pin ends match hole positions of U2 when thechip is placed upside down on the PCB.

Install on the back of the PCB behind the locationreserved for U2 with the top of the chip facing thePCB. Tack in place only. Complete solderingwhen installing the main SRAM at U2.

Follow remaining instructions for the SRAMs youhave chosen:-

USING ONE 128Kx8 SRAM

31)Take a 32 pin, 128K SRAM chip and bend all thepins out to approximately 45 deg so that pin endsmatch hole positions of U2. Bend pins 1(NC),2(A16), 3(A14), 22(CS-), 24(OE-) and 31(A15) upto horizontal. Bend pin 32(Vcc) so that it sitsneatly against bare metal on R1. Install at U2 with pin 3 in hole 1. Solder all matingpins including pin 32 (Vcc) to R1. Finish solderingthe 32K SRAM on the back of U2 (Step #30).

32)Using a 3.3KΩ resistor, jumper U2 pin 3 to thebottom hole reserved for R3 (+5V).

33)Using a 3.3KΩ resistor, jumper U2 pin 2 to thebottom hole reserved for R5 (+5V).

34)Jumper U3(Top) pin 11 to U2 pins 22 & 24 (CS- &OE-).

35)Jumper U5(Bottom) pin 2 (A14-BS) to U2 pin 3.36)Jumper U5(Bottom) pin 5 (A15-BS) to U2 pin 31.37)Jumper U5(Bottom) pin 6 (A16-BS) to U2 pin 2.

USING TWO 64Kx8 SRAMs

31)Jumper U4(Top) pins 11 & 12 to U3(Top) pin 2and U5(Bottom) pin 5 (A15-BS).

32)Jumper U4(Top) pin 13 to U3(Top) pin 9.33)Jumper U3(Top) pin 1 to pins 10 & 11.

34)Take a 32 pin, 64K SRAM chip and bend all thepins out to approximately 45 deg so that pin endsmatch hole positions of U2. Bend pins 1(NC),2(NC), 3(A14), 22(CS-), 24(OE-) and 31(A15) upto horizontal. Bend pin 32(Vcc) so that it sitsneatly against bare metal on R1.

Install at U2 with pin 3 in hole 1. Solder all matingpins including pin 32 (Vcc) to R1. Finish solderingthe 32K SRAM on the back of U2 (Step #30).

35)Take a (second) 32 pin, 64K SRAM chip andbend the very ends (the last 2mm) of all the pinsout to approximately 45 deg. This chip is to sitpiggy-backed over the first 64K SRAM chipinstalled at U2 (per step #34).

Bend pins 1(NC), 2(NC), 22(CS-) and 24(OE-) upto horizontal. Bend pins 3(A14), 31(A15) and32(Vcc) so that they fit neatly against matchingpins on the first SRAM chip when the two chipsare placed together.

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 firstchip.

36)Using a 3.3KΩ resistor, jumper U2(Top & Bottom)pin 3 to the bottom hole reserved for R3 (+5V).

37)Using a 3.3KΩ resistor,jumper U2(Top & Bottom)pin 31 to U2 pin 28(+5V).

38)Jumper U2(top & Bottom) pin 3 to U5(Bottom) pin2 (A14-BS).

39)Jumper U2(Top & Bottom) pin 31 to U5(Bottom)pin 6 (A16-BS).

40)Jumper U3(Top) pin 3 to U2(Bottom) pins 22 & 24(CS- & OE-).

41)Jumper U3(Top) pin 8 to U2(Top) pins 22 & 24(CS- & OE-).

USING TWO 32Kx8 SRAMs (64K VERSION OFCART)

Install all jumpers per steps #31 through #33 for thetwo 64K SRAM mod detailed previously, then:-

34)Take a 28 pin, 32K SRAM chip and bend all thepins out to approximately 45 deg so that pin endsmatch hole positions of U2. Bend pins 1(A14),20(CS-) and 22(OE-) up to horizontal then installat U2. Finish soldering the 32K SRAM on theback of U2 (Step #30).

35)Take a 28 pin, 32K SRAM chip and bend the veryends (the last 2mm) of all the pins out to approxi-mately 45 deg. This chip is to sit piggy-backedover the first 32K SRAM chip installed at U2 (perstep #34).

Bend pins 20(CS-), and 22(OE-) up to horizontal.Bend pin 1(A14) so that it meets the matching pinon the first sram chip when the two chips areplaced together.

Install the second chip directly on top of the first.All but pins 20(CS-) and 22(OE-) are to besoldered to matching pins on the first chip.

36)Using a 3.3KΩ resistor,jumper U2(Top & Bottom)pin 1 to the bottom hole reserved for R3 (+5V).

37)Jumper U2(Top & Bottom) pin 1 to U5(Bottom) pin2 (A14-BS).

38)Jumper U3(Top) pin 3 to U2(Bottom) pins 20 & 22(CS- & OE-).

39)Jumper U3(Top) pin 8 to U2(Top) pins 20 & 22(CS- & OE-).

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11.2 Modifying Game Cartridge PCB Type C1003391) Remove all chips U1 through U5.2) Suck the solder out of all unoccupied component

holes.3) Ensure that jumpers W7 & W8 are bridged. All

other jumpers are to be open.4) Locate the trace leading to U4 hole 27 on the top

of the PCB. Cut or drill the trace through next tohole 27.

5) Remove all resistors R1 through R5 wherepresent.

6) Ensure that C1 through C5 are fitted. (Install C4on the back of the PCB).

7) Take a 74LS10 logic chip, bend pins 3 and 8 up tohorizontal then install at U3.

8) Bridge U3(LS10) pins 3 to 4 to 5.9) Jumper U3(LS10) pin 6 (R/W-) to the right-hand

hole reserved for R1.10)Jumper U3(LS10) pin 6 (R/W-) to pin 9 on the

back of the PCB.11)Take a 74LS32 logic chip, bend pins 1 to 6 and 8

to 12 up to horizontal then install on top ofU3(LS10).

12)Jumper U3(Top) pin 6 to U2 hole 10.13)Take a 74LS02 logic chip, bend pins 4,5,9 & 10

up to horizontal then install at U2.14)Bridge U2(LS02) pin 8 to pin 9.15)Jumper U2(LS02) pin 5 to U2 hole 4 on the back

of the PCB.16)Jumper U2(LS02) pin 10 to U3(Top) pin 4.17)Take a 74LS374 logic chip, bend pins 1,15,16 &

19 up to horizontal then install at U5.18)Install a zero Ohm link or wire jumper at R5 on the

back of the PCB.19)Jumper U2(LS02) pin 4 to U5(LS374) pin 1 (OE-).20)Take a 74LS174 logic chip, bend pins

1,2,3,5,7,10,12,15 & 16 up to horizontal. This chipis to be installed on top of U5(LS374) with pin 1over hole 3. Bend the narrow part of pins 13 & 14so that they fit neatly against mating pins onU5(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 pinsto mating pins on the bottom chip.

21)Using a 3.3KΩ resistor, jumper U5(Top) pin 14 tothe bottom hole reserved for R4 (+5V). Be sure toleave space for the main SRAM that is to beinstalled at U4.

22)Using a 3.3KΩ resistor, jumper U5(Top) pin 3 topin 8.

23)Using a 3.3KΩ resistor, jumper U5(Bottom) pin10(Gnd) to pin 11(Clk) on the back of the PCB.

24)Jumper U5(Bottom) pin 20 (+5V) to U5(Top) pins1 and 16.

25)Take a 74LS00 logic chip, bend pins1,3,4,5,6,8,10, 11,12 & 13 up to horizontal. Bendthe narrow part of pin 9 so that it fits neatlyagainst the matching pin on U2(LS02) when thetwo are placed together.

Install on top of U2(LS02). Solder pin 9 and all re-maining vertical pins to matching pins on thebottom chip.

26)Jumper U5(Top) pin 2 to U2(Top) pin 10 andU3(Top) pin 5. (Stored value of D7-).

27)Jumper U2(Top) pin 1 to U3(Top) pin 4 (A15-).Take care not to disturb the existing jumper atU3(Top) pin 4.

28)Jumper U2(Top) pin 3 to U3 hole 8 on the back ofthe PCB.

29)Jumper U2(Top) pin 6 (D7-) to U5(Top) pin 3.30)Jumper U2(Top) pin 8 to U3(Top) pin 12.31)Take a 28 pin D.I.L. socket and install at U1.

(Install the Ramona BIOS chip in this socket aftercompleting the dev cart. An 8K, 16K or 32KEPROM can be used with the Ramona BIOScopied to the highest possible address in theROM space).

32)Jumper U1 pin 19 (D7) from the back of the PCBto U2(Top) pins 4 & 5.

All supporting circuitry for the Ramona BIOS is nowinstalled. Test your work by fitting the BIOS chip inU1. Try the dev cart in an unmodified 7800 console.The Ramona cart menu should display.

33)Take a 28 pin, 32K SRAM chip and bend all thepins out to approximately 45 deg. Bend thenarrow part of all pins up an additional 90 deg sothat pin ends match hole positions of U4 when thechip is placed upside down on the PCB.

Install on the back of the PCB behind the locationreserved for U4 with the top of the chip facing thePCB. Tack in place only. Complete solderingwhen installing the main SRAM at U4.

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Follow remaining instructions for the SRAMs youhave chosen:-

USING ONE 128Kx8 SRAM

34)Take a 32 pin, 128K SRAM chip and bend all thepins out to approximately 45 deg so that pin endsmatch hole positions of U4. Bend pins 1(NC),2(A16), 3(A14), 22(CS-), 24(OE-), 31(A15) and32(Vcc) up to horizontal then install at U4 with pin3 in hole 1. Finish soldering the 32K SRAM on theback of U4 (Step #33).

35)Using a 3.3KΩ resistor, jumper U4 pin 3 to the tophole reserved for R3 (+5V).

36)Jumper U4 pin 32(Vcc) to the left-hand hole re-served for R1 (+5V).

37)Using a 3.3KΩ resistor, jumper U4 pin 31 toU5(Top) pin 16 (+5V).

38)Jumper U3(Top) pin 11 to U4 pins 22 & 24 (CS- &OE-).

39)Jumper U5(Top) pin 13 (A14-BS) to U4 pin 3.40)Jumper U5(Top) pin 14 (A15-BS) to U4 pin 2.41)Jumper U5(Bottom) pin 19 (A16-BS) to U4 pin 31.42)Jumper U3(Bottom) pin 8 to U4 hole 27 on the

back of the PCB.

USING TWO 64Kx8 SRAMs

34)Jumper U2(Top) pins 12 & 13 to U3(Top) pin 2and U5(Top) pin 14 (A15-BS).

35)Jumper U2(Top) pin 11 to U3(Top) pin 9.36)Jumper U3(Top) pin 1 to pins 10 & 11.

37)Take a 32 pin, 64K SRAM chip and bend all thepins out to approximately 45 deg so that pin endsmatch hole positions of U4. Bend pins 1(NC),2(NC), 3(A14), 22(CS-), 24(OE-), 31(A15) and32(Vcc) up to horizontal then install at U4 with pin3 in hole 1. Finish soldering the 32K SRAM on theback of U4 (Step #33).

38)Take a (second) 32 pin, 64K SRAM chip andbend the very ends (the last 2mm) of all the pinsout to approximately 45 deg. This chip is to sitpiggy-backed over the first 64K SRAM chipinstalled at U4 (per step #37).

Bend pins 1(NC), 2(NC), 22(CS-) and 24(OE-) upto horizontal. Bend pins 3(A14), 31(A15) and32(Vcc) so that they fit neatly against matchingpins on the first SRAM chip when the two areplaced together.

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 firstchip.

39)Using a 3.3KΩ resistor, jumper U4(Top & Bottom)pin 3 to the top hole reserved for R3 (+5V).

40)Jumper U4(Top & Bottom) pin 32 to the left-handhole reserved for R1 (+5V).

41)Using a 3.3KΩ resistor, jumper U4(Top & Bottom)pin 31 to U5(Top) pin 16 (+5V).

42)Jumper U4(Top & Bottom) pin 3 to U5(Top) pin 13(A14-BS).

43)Jumper U4(Top & Bottom) pin 31 to U5(Bottom)pin 19 (A16-BS).

44)Jumper U3(Top) pin 3 to U4(Bottom) pins 22 & 24(CS- & OE-).

45)Jumper U3(Top) pin 8 to U4(Top) pins 22 & 24(CS- & OE-).

46)Jumper U3(Bottom) pin 8 to U4 hole 27 on theback of the PCB.

USING TWO 32Kx8 SRAMs (64K VERSION OFCART)

Install all jumpers per steps #34 through #36 for thetwo 64K SRAM mod detailed previously, then:-

37)Take a 28 pin, 32K SRAM chip and bend all thepins out to approximately 45 deg so that pin endsmatch hole positions of U4. Bend pins 1(A14),20(CS-) and 22(OE-) up to horizontal then installat U4. Finish soldering the 32K SRAM on theback of U4 (Step #33).

38)Take a 28 pin, 32K SRAM chip and bend the veryends (the last 2mm) of all the pins out to approxi-mately 45 deg. This chip is to sit piggy-backedover the first 32K SRAM chip installed at U4 (perstep #37).Bend pins 20(CS-), and 22(OE-) up to horizontal.Bend pin 1(A14) so that it meets the matching pinon the first sram chip when the two chips areplaced together.

Install the second chip directly on top of the first.All but pins 20(CS-) and 22(OE-) are to besoldered to matching pins on the first chip.

39)Using a 3.3KΩ resistor,jumper U4(Top & Bottom)pin 1 to the top hole reserved for R3 (+5V).

40)Jumper U4(Top & Bottom) pin 1 to U5(Top) pin 13(A14-BS).

41)Jumper U3(Top) pin 3 to U4(Bottom) pins 20 & 22(CS- & OE-).

42)Jumper U3(Top) pin 8 to U4(Top) pins 20 & 22(CS- & OE-).

43)Jumper U3(Bottom) pin 8 to U4 hole 27 on theback of the PCB.

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Page 18 of 38

12. Combined 2K/4K & 8K/F8 Bankswitching Dev CartThis development cartridge supports 2K & 4K

linear games plus 8K 2600 games which use the F8bankswitching method. This method uses access toone of two ROM address hot spots to trigger bankselection. Hot spots are at $1FF8 and $1FF9.

Use a C300565-XXX PCB for this mod.

FEATURES:-

1) Supported games can be uploaded normally withbankswitching turned "off". (For 8K/F8 gamesswitch bankswitching "on" after uploading).Otherwise, 8K/F8 games can be uploaded withbankswitching "on" by using the -f switch.

2) Bank number is stored in an LS374 flip-flop. Boththe flip-flop trigger signal and SRAM enablesignals are gated with the system's phase 2 clocksignal to aid 2600 compatibility.

3) Flip-flop output is enabled for read only. Thisallows automatic selection between A12(Edge)and A12-BS for upload and play respectively.

MODIFYING THE GAME CARTRIDGE:-

1) Remove all chips U1 through U5.2) Suck the solder out of all unoccupied component

holes except U1 and U2 (not necessary).3) Ensure that jumpers W1 and W3 are bridged. All

other jumpers are to be open.4) Ensure that R1 and R2 are fitted. (Use zero Ohm

links or wire jumpers).5) Ensure that 3.3KΩ resistors are fitted at R3, R4

and R5.6) Install C1 through C5. (Fit C3 and C4 on the

back).7) Take a 74LS30 logic chip and bend all the pins

out to approximately 45 deg so that pin endsmatch hole positions of U1. Bend pins 1,2,7,8 and12 up to horizontal.

Install at U1 with pin 1 over hole 1.8) Jumper U1 pin1 to pin 10(A9).9) Jumper U1 pin 2 to pin 9(A11).10)Jumper U1 pin 7 to U1 hole 14(Gnd).11)Jumper U1 pin 12 to U1 hole 21(A10).12)Take a 28 pin, 32K SRAM chip and bend all the

pins out to approximately 45 deg so that pin endsmatch hole positions of U2. Bend pins 1(A14),2(A12), 20(CS-), 22(OE-) and 26(A13) up tohorizontal.

If you are making a dev cart with Super Chip RAM(Sections 13 or 14) then bend pin 3(A7) up to hori-zontal.

Install at U2.

13)Take a 74LS32 logic chip, bend pins1,2,3,6,8,10,11 & 12 up to horizontal then installat U3.

14)Jumper U3 pin 6 to U3 hole 10 on the back of thePCB.

15)Jumper U2 hole 2(A12) to U4 hole 1 on the backof the PCB.

16)Take a 74LS00 logic chip, bend pins1,2,3,4,5,6,8,9 and 11 up to horizontal then installat U4.

17)Jumper U4 pin 4 to U1 hole 1(A12-BS).18)Jumper U4 pin 5 to U1 hole 2(A12).19)Jumper U4 pin 6 to U2 pin 2(A12).20)Take a 74LS374 logic chip, bend pins 1,3,4,7 and

11 up to horizontal then install at U5.21)Jumper U5 pin 4 to U1 hole 10(A0).22)Take a 74LS138 logic chip and bend pins

1,2,4,5,6,7 and 9 through 15 up to horizontal. Thischip is to be installed on top of U5(LS374) with pin1 over hole 1. Bend the narrow part of pin 3 sothat it fits neatly against the matching pin onU5(LS374) when the two are placed together.

Install on top of U5(LS374). Solder pin 3 and allremaining vertical pins to matching pins on thebottom chip.

23)Jumper U5(Top) pin 6 to U1 pin 14(+5V).24)Jumper U5(Top) pin 2 to U2 pin 8(A2).25)Jumper U5(Top & Bottom) pin 3 to U2 pin 7(A3).26)Jumper U5(Top) pin 4 to U1 pin 8.27)Jumper U4 pin 11 to U2 pins 20 & 22 (CS- & OE-)

and to U5(Top) pin 5.28)Take a miniature, single pole, dual toggle (SPDT)

switch and fit it in the front of the cartridge case. Aslide switch is preferred. Probably the bestlocation for the switch is at either side of the PCBapproximately 12mm from the side of the caseand 44mm from the top end of the case. Removethe switch again until the dev cart mod is finished.

29)Jumper the central pole of the SPDT switch toU5(Bottom) pin 1.

30)Jumper one switching pole of the SPDT switch tothe bottom hole reserved for C5(+5V). This hole isconnected to R2 by a wide trace on the back ofthe PCB(this is the bankswitching "Off" position for 2K &4K games).

31)Jumper the remaining switching pole of the SPDTswitch to U4 pin 8. (This is the bankswitching "On"position for 8K/F8 games).

32)Jumper U2 pin 9(A1) to U5(Top) pin 1.33)Bridge U5(Bottom) pin 7 to pin 8(Gnd).34)Jumper U2 pin 28(+5V) to pin 1(A14) and pin

26(A13).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).

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Page 19 of 38

TROUBLESHOOTING:-

JUpload a file without the -f switch and 7800ctrl willread back and check every byte uploaded to theSRAM. This can be used to see if the cart isuploading to the SRAM.

JAlso, "Test Pattern" (color bar generator) by VideoSoft should upload and play perfectly with bank-switching "on" or "off" (Use 7800ctrl -ffilename.bin). This also indicates if uploaded filesare being written to the SRAM.

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Page 20 of 38

13. Combined 8K/F8 & 16K/F6 Bankswitching Dev Cart with SCRAM

This development cartridge supports 8K and16K 2600 games which use F8 or F6 bankswitching.The required method of bankswitching is selectedusing a switch. Access to ROM address hot spots isused to trigger bank selection. F8 hot spots are at$1FF8 and $1FF9 whilst F6 hot spots are at $1FF6through $1FF9.

For upload, the -f switch is required (needsDevOS V 0.2).

Features are similar to the 8K/F8 dev cart withthe addition of Super Chip RAM support that can beenabled using a switch. The following games requireSuper Chip RAM:-

Crystal Castles Off The Wall

* Dark Chambers Radar Lock

Desert Falcon Save Mary!

Dig Dug Secret Quest

Elevator Action Shooting Arcade

Jnr Pacman Sprintmaster

Klax * Stargate (DefenderII)

Millipede Super Football

Table 7* Not supported

Use a C300565-XXX PCB for this mod.

MODIFYING THE GAME CARTRIDGE:-

Complete all steps #1 through #28 for the 8K/F8 DevCart detailed in Section 12, then:-

29)Take a 74LS08 logic chip, bend pins1,2,3,4,5,6,8,10 & 11 up to horizontal. Bend thenarrow part of pin 12 so that it fits neatly againstthe matching pin on U3(LS32) when the two areplaced together.

Install on top of U3(LS32). Solder pin 12 and allremaining vertical pins to matching pins on thebottom chip.

30)Jumper U3(Top) pin 8 to U2 pin 27(WE-).31)Jumper U3(Top) pin 10 to U3(Bottom) pin 11.32)Jumper U3(Top & Bottom) pin 13 to U4(LS00) pin

9.33)Jumper U3(Top & Bottom) pin 12 to U1 pin 3(A7).34)Jumper U3(Top) pin 11 to U2 pin 3(A7).35)Take a 74LS32 logic chip, bend pins

1,2,3,4,5,6,8,9, 11,12 & 13 up to horizontal theninstall 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).

39)Jumper U4(Top) pin 12 to U2 pin 21(A10).40)Jumper U4(Top) pin 13 to U2 pin 23(A11).41)Jumper U4(Top) pin 5 to pin 11.42)Jumper the central pole of the SPDT switch to U1

hole 20.43)Jumper one switching pole of the SPDT switch to

U4(Top) pin 6. (This is the Super Chip RAM "On"position).

44)Jumper the remaining switching pole of the SPDTswitch to the bottom hole reserved for C5 (+5V).(This is the Super Chip RAM "Off" position).

45)Jumper U3(Top) pin 3 to U2 pin 26(A13).46)Jumper U3(Top) pin 5 to U5(Top) pin 11(y4).47)Jumper U3(Top) pin 6 to U5(Bottom) pin 11(Clk).48)Take a (second) miniature SPDT switch and fit it

in the front of the cartridge case. Locate to theside of the PCB opposite the switch installed perStep #28. Remove the switch again until the devcart mod is finished.

49)Jumper the central pole of the SPDT switch toU3(Top) pin 4.

50)Jumper one switching pole of the SPDT switch toU5(Top) pin 12(y3). (This is the "16K/F6"position).

51)Jumper the remaining switching pole of the SPDTswitch to the bottom hole reserved for C5 (+5V).(This is the "8K/F8" position).

52)Jumper U5(Bottom) pin1(OE-) to U4(Bottom) pin8.

53)Jumper U3(Bottom) pin 1 to U4(Top) pin 8.54)Jumper U3(Bottom) pin 2 to U2 hole 26(A13).55)Jumper U3(Bottom) pin 3 to U3(Top) pin 1.56)Jumper U3(Top) pin 2 to U1 pin 13(A13-BS).57)Jumper U3(Top & Bottom) pin 13 to U4(Bottom)

pins 1 & 2. (Do not disturb the existing jumperattached to pin 13).

58)Jumper U4(Bottom) pin 3 to U4(Top) pin 9.59)Jumper U2 pin 28(+5V) to pin 1(A14).60)Jumper U2 pin 9(A1) to U5(Top) pin 1.61)Bridge U5(Bottom) pin 7 to pin 8.

TROUBLESHOOTING:-

K The upload/play logic of this cart preventsuploading without the -f switch, however, "TestPattern" (color bar generator) by Video Softshould upload and play for both 8K/F8 and16K/F6 settings. Super Chip RAM must bedisabled and the program should work whethercartridge bankswitching is functioning or not. (Use7800ctrl -f filename.bin).

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Page 21 of 38

OPTIONAL 2K/4K SUPPORT:-

62)Take a (third) miniature SPDT switch and fitsomewhere on the case. (I'm leaving this one tothe reader).

63)Remove the jumper from U5(Bottom) pin 1 toU4(Bottom) pin 8.

64)Jumper the central pole of the SPDT switch toU5(Bottom) pin 1.

65)Jumper one switching pole of the SPDT switch to

the bottom hole reserved for C5(+5V). This hole isconnected to R2 by a wide trace on the back ofthe PCB.(This is the bankswitching "Off" position for 2K &4K games).

66)Jumper the remaining switching pole of the SPDTswitch to U4(Bottom) pin 8. (This is thebankswitching "On" position for 8K/F8 and 16K/F6games).

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Page 22 of 38

14. Combined 2K/4K & 32K/F4 Bankswitching Dev Cart with SCRAM

This development cartridge supports 2K & 4Klinear games plus 32K 2600 games which use the F4bankswitching method. This method uses access toone of eight ROM address hot spots to trigger bankselection. Hot spots are at $1FF4 through $1FFB.

Features are similar to the 8K/F8 dev cart withthe addition of Super Chip RAM support that can beenabled using a switch. Because there are so few32K/F4 games for the Atari 2600 this dev cart will bemost useful to a developer who specifically wants totest a 32K VCS program. Marble Craze by PaulSlocum and Fatal Run are supported. (Fatal Runrequires SC RAM).

Development of a 2K or 4K game using SuperChip RAM is also possible! Any takers?

For upload, this cartridge must be treated as alinear type and the -f switch is required (needsDevOS V0.2).

Typical command:-

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 combined8K/F8 & 16K/F6 Dev Cart detailed in Section 13,then:-

49)Jumper the central pole of the SPDT switch toU5(Bottom) pin 1.

50)Jumper one switching pole of the SPDT switch tothe bottom hole reserved for C5(+5V). This hole isconnected to R2 by a wide trace on the back ofthe PCB.(This is the bankswitching "Off" position for 2K &4K games).

51)Jumper the remaining switching pole of the SPDTswitch to U4(Bottom) pin 8. (This is thebankswitching "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.

TROUBLESHOOTING:-

JThe upload/play logic of this cart preventsuploading without the -f switch, however, "TestPattern" (color bar generator) by Video Softshould upload and play perfectly withbankswitching switched on or off. Super ChipRAM must be disabled. (Use 7800ctrl -c1 -ffilename.bin).JEckhard Stolberg's 32K/F4 test program,f4_test.bin can be used to test bankswitching andSuper Chip RAM. The program displays fourdigits:-

L The first two digits represent the current banknumber ("00" to "07"), which normally beginsat bank "07". Cycle through banks using thefire button.L The second two digits will mirror the banknumber when SC RAM is working, if not then"FF" is displayed.

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Page 23 of 38

15. Linear 2K/4K Dev Cart with Built-in BIOSThis development cartridge supports 2K & 4K

linear games and has built-in BIOS routines. Thisallows the use of an unmodified Atari 7800 consolefor uploading games.

This is the simplest of the available Ramona devcart designs. The method used for selecting betweenRamona BIOS and SRAM is defined in section 11.

No special command line switches are requiredwhen uploading using 7800ctrl.exe. (Use the -dswitch for 2K games).

Use a C300565-XXX PCB for this mod.

MODIFYING THE GAME CARTRIDGE:-

1) Remove all chips U1 through U5.2) Suck the solder out of all unoccupied component

holes except U2 (not necessary).3) Ensure that jumpers W2 and W5 are bridged. All

other jumpers are to be open.4) Ensure that R1 and R2 are fitted. (Use zero Ohm

links or wire jumpers).5) If R3, R4 or R5 are present then remove. Fit a

bare wire jumper at R4. Make this a snug fit forbetter access to U5. (R3 and R5 are to remainopen).

6) Install C1 through C5. (Fit C2, C3 and C4 on theback of the PCB).

7) Take a 74LS02 logic chip, bend pins 2,5,6,12 &13 up to horizontal then install at U3.

8) Take a 74LS00 logic chip, bend pins 2,10 & 11 upto 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 pins14 & 28.

(Install the Ramona BIOS chip in this socket aftercompleting the dev cart. An 8K, 16K or 32KEPROM can be used with the Ramona BIOScopied to the highest possible address in theROM space).

10)Jumper U1 pin 2(A12) on the back of the PCB, toU3 pin 12.

11)Jumper U1 pin 22(OE-) to U4 pin 13(R/W-) on theback 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 asnug 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 onthe back of U5 with pin 1 in hole 20.

Because this logic chip is fitted directly to theback of the PCB, it's pin numbers are mirroredwith respect to U5 hole numbers.

16)Bridge U5(Back) pin 3 to 4 and pin 11 to 12.17)Using a 3.3KΩ resistor, jumper U5(Back) pin 6 to

the bottom hole reserved for C5(+5V). This hole isconnected to R2 by a wide trace on the back ofthe PCB.

18)Jumper U5(Back) pin 6 to U1 pin 19(D7) on theback of the PCB.

19)Jumper U5(Back) pin 7 to U4 pin 10(Stored valueof D7).

20)Jumper U5(Back) pin 9 to U5 hole 11(Clk).21)Jumper U5(Back) pin 16 to the bottom hole

reserved for C5(+5V).22)Take a 28 pin, 32K SRAM chip and bend all the

pins out to approximately 45 deg so that pin endsmatch hole positions of U2. Bend pins 1(A14),2(A12) and 26(A13) up to horizontal.

Install at U2.23)Jumper U3 pin 5 to pin 13.24)Jumper U4 pin 2 to pin 12(Clk 2) on the back of

the PCB.25)Jumper U4 pin 10 to U3 pin 6. (Do not disturb

jumper already connected to U4 pin 10).

26)Jumper U2 pins 1(A14), 2(A12) & 26(A13) to pin28(+5V).

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Page 24 of 38

16. Combined 2K/4K, 8K/F8 & 16K/F6 Bankswitching Dev Cartwith Built-in BIOS

This development cartridge supports 2K & 4Klinear games, plus 8K and 16K 2600 games whichuse F8 or F6 bankswitching. Built-in BIOS routinesallow use of an unmodified Atari 7800 console.

This is the most complex of the availableRamona dev cart designs and will require thebuilder's utmost tenacity. This is my personal limit todev cart design using an existing game PCB.

A switch is used to disable bankswitching forplay of linear games. With bankswitching enabled,the required method of bankswitching is selectedusing a second switch. Access to ROM address hotspots is used to trigger bank selection. F8 hot spotsare at $1FF8 and $1FF9 whilst F6 hot spots are at$1FF6 through $1FF9.

No special command line switches are requiredwhen uploading 2K or 4K games. (Use the -d switchfor 2K games). For upload of 8K & 16K games, the -fswitch is required.

Use a C300565-XXX PCB for this mod.

MODIFYING THE GAME CARTRIDGE:-

Complete all steps #1 through #25 for the 2K/4K DevCart detailed in Section 15, then:-

26)Take a 74LS30 logic chip and bend all the pinsout to horizontal. Bend the last 1.6mm of all pinsback down to vertical. Trim off the narrow part ofpins 1,2,3,7,8 & 13 then install on the back of U1with pin 1 over hole 28. Solder all untrimmed pinsto matching holes of U1 then finish soldering the28 pin DIL socket.

Because this logic chip is fitted directly to theback of the PCB, it's pin numbers are mirroredwith respect to U1 hole numbers.

All supporting circuitry for the Ramona BIOS isnow installed. Test your work by fitting the BIOSchip in U1. Try the dev cart in an unmodified7800 console. The Ramona cart menu shoulddisplay.

Temporarily jumper U2 pins 1,2 & 26 to pin28(+5V) and try the dev cart as a 2K/4K type. Youshould be able to upload and play a 4K game.

After testing, remove the temporary jumper onU2.

27)Jumper U1(Back) pin 1 to U1 pin 5(A5).28)Jumper U1(Back) pin 3 to U1 pin 21(A10).29)Jumper U1(Back) pin 7 to U1 pin 14(Gnd).30)Take a miniature, single pole, dual toggle (SPDT)

switch and fit it in the front of the cartridge case. Aslide switch is preferred. Probably the best

location for the switch is at either side of the PCBapproximately 12mm from the side of the caseand 44mm from the top end of the case. Removethe switch again until the dev cart mod is finished.

31)Take a 74LS374 logic chip, bend pins1,2,3,4,5,7,11, 12,13,15,16,18 and 19 up tohorizontal. Trim off the narrow part of pins 8 & 20(to make installation easier) then install at U5.

32)Jumper the central pole of the SPDT switch to U5pin 1(OE-).

33)Jumper one switching pole of the SPDT switch toU3 pin 14(+5V) on the back of the PCB. (This isthe bankswitching "Off" position for 2K & 4Kgames).

34)Jumper the remaining switching pole of the SPDTswitch to U3 pin 10(R/W-) on the back of the PCB.(This is the bankswitching "On" position for 8K/F8& 16K/F6 games).

35)Jumper U5(LS374) pin 4 to U1 pin 10(A0) on theback of the PCB.

36)Disconnect the jumper leading to U3 pin 13. Takea 74LS32 logic chip, bend pins 1,2,3,4,5,6,8,10,11 & 12 up to horizontal. Bend the narrow partof pin 13 so that it fits neatly against the matchingpin on U3(LS02) when the two are placedtogether.

Install on top of U3(LS02). Solder pin 13 and allremaining vertical pins to matching pins on thebottom chip. Reattach the jumper leading to pin13.

37)Take a 74LS08 logic chip, bend pins 1 to 6 & 8 to13 up to horizontal then install on top ofU4(LS00).

38)Using a 3.3KΩ resistor, jumper U4(Top) pin 13 tothe bottom hole reserved for R3 (+5V).

39)Using a 3.3KΩ resistor, jumper U4(Top) pin 10 tothe bottom hole reserved for R5 (+5V).

40)Jumper U3(Top) pin 8 to U4(Top) pin 12.41)Jumper U3(Top) pin 10 to U2 hole 26(A13).42)Jumper U4(Top) pin 10 to U5(LS374) pin 5.43)Jumper U4(Top) pin 9 to U2 hole 2(A12).44)Take a 74LS138 logic chip and bend pins

1,2,4,5,6,7 10,11,12,13 & 15 up to horizontal. Thischip is to be installed on top of U5(LS374) with pin1 over hole 1. Bend the narrow part of pins 3,9 &14 so that they fit neatly against matching pins onU5(LS374) when the two are placed together.

Install on top of U5(LS374). Solder pins 3,9,14and all remaining vertical pins to matching pins onthe bottom chip.

45)Jumper U1(Back) pin 2 to U1 pin 6(A4).46)Jumper U1(Back) pin 8 to U5(Top) pin 5.47)Jumper U5(Top) pin 2 to U2 pin 8(A2).48)Jumper U4(Top) pin 13 to U5(Bottom,LS374) pin

2.

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Page 25 of 38

49)Jumper U5(Top & Bottom) pin 3 to U2 pin 7(A3).50)Jumper U5(Top) pin 4 to U4(Bottom) pin 3 on the

back of the PCB.51)Jumper U5(Top) pin 1 to U2 pin 9(A1).52)Jumper U5(Top) pin 6 to pin 16(+5V).53)Jumper U5(Top) pin 11(y4) to U4(Top) pin 5.54)Jumper U4(Top) pin 6 to U5(Bottom,LS374) pin

11.55)Jumper U4(Top) pin 8 to U2 pin 2(A12).56)Jumper U4(Top) pin 11 to U2 pin 26(A13).57)Bridge U5(Bottom) pin 7 to 8.58)Take a (second) miniature SPDT switch and fit it

in the front of the cartridge case. Locate to theside of the PCB opposite the switch installed perStep #30. Remove again until the dev cart mod isfinished.

59)Jumper the central pole of the SPDT switch toU4(Top) pin 4.

60)Jumper one switching pole of the SPDT switch toU5(Top) pin 12(y3). (This is the 16K/F6 position).

61)Jumper the remaining switching pole of the SPDTswitch to the bottom hole reserved for C5 (+5V).(This is the 8K/F8 position).

62)Jumper U2 pin 1(A14) to U2 pin 28(+5V).

TROUBLESHOOTING:-

The 4K program "Test Pattern" (color bar generator)by Video Soft should upload and play for both 8K/F8and 16K/F6 settings. The program should workwhether cartridge bankswitching is functioning or not,so this can be used to verify that at least 4K issuccessfully uploaded with bankswitching enabled.(Use 7800ctrl -f filename.bin).

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Page 26 of 38

17. Appendix

17.1 Circuit Diagram for PCB No. C300565-XXX

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Page 27 of 38

17.2 Circuit Diagram for PCB No. C100339

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17.3 Logic Diagrams

DESIGNATION LOGIC ELEMENT DESCRIPTION

LS00 2-input NAND

LS02 2-input NOR

LS08 2-input AND

LS10 3-input NAND

LS20 4-input NAND

LS30 8-input NAND

LS32 2-input OR

LS138 3-to-8 line demultiplexer

LS139 2-to-4 line demultiplexer

LS174 D-type flip-flop with Clear. Positiveedge clock

LS175 D-type flip-flop with Clear and com-plementary output. Positive edgeclock

LS374 Octal D-type flip-flop, positive edgeclock

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) WETable 9 Signal Naming Conventions

GENERAL NOTES CONCERNING LOGIC CIRCUITDESIGN:-

1. There is usually more than one way of achieving aparticular logical output. This can be used to mini-mize the number of logic chips required bymaking best use of the gates available on eachchip. eg. A 74LS00 has four 2-input NAND gates.

2. All address lines leading to an SRAM are inter-changeable amongst themselves. This is becausethe same connections used for upload are usedfor game play. The same holds true for data lines.

Address and data lines are not interchangeableon an EPROM since they are determined whenthe EPROM is programmed.

3. A high value resistor which connects a logic lineeither to earth or +5V will pull the logic level of theline low (0V) or high (+5V) respectively wheneverthe line is not driven.

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17.3.1 Atari Super Game Cartridge Logic

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17.3.2 Dev Cart Logic

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Page 33 of 38

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18. Acknowledgments

Original document maintained using OpenOffice.org, converted to Portable Document Format using theGhostscript 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 generoussupport.

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