Resources - Emulation - ATARI 2600 (Atari 2600 VCS) - Le Bottin des Jeux Linux

Resources - Emulation - ATARI 2600 (Atari 2600 VCS)

🗃️ Specifications

📰 Title: Resources - Emulation - ATARI 2600 (Atari 2600 VCS) 🕹️ / 🛠️ Type: Info
🗃️ Genre: Emulation 🚦 Status: 11. Documentation (no status)
🏷️ Category: Emulation ➤ Engine ➤ ATARI 🌍️ Browser version:
🔖 Tags: Documentation; Resources; Emulation; ATARI; atari 2600; atari 2600 vcs 📦️ Package Name:
🐣️ Approx. start: 📦️ Arch package:
🐓️ Latest: 📦️ RPM package:
📍️ Version: Latest: - 📦️ Deb package:
🏛️ License type: 🕊️ Libre 📦️ Flatpak package:
🏛️ License: CC BY 📦️ AppImage package:
🏝️ Perspective: Third person 📦️ Snap package:
👁️ Visual: Text ⚙️ Generic binary:
⏱️ Pacing: Real Time 📄️ Source:
👫️ Played: Single 📱️ PDA support:
🎖️ This record: 5 stars 🕳️ Not used:
🎀️ Game design: 👫️ Contrib.: goupildb & Louis
🎰️ ID: 12558 🐛️ Created: 2011-12-30
🐜️ Updated: 2024-02-24

📖️ Summary

[en]: A set of links to resources and / or documentation for the Atari 2600 game console. [fr]: Un ensemble de liens vers des ressources ou documentations relatives à l'émulation de la console de jeu ATARI 2600.

🎥️ Videos


🎮️ Showcase:

🕸️ Links

📚️ Docs
[Wikipedia (Atari 2600) [fr] [en]]
[Wikipedia (Atari) [fr] [en]]
[Videos t(202xxx) t(202xxx) t(202xxx) r(202xxx) g(202xxx)]

• Docs (systems): [EMU GEN] [System.cfg [fr] (VCS2600) (2600)] [Zophar's Domain] [Planet Emulation [fr]] [MO5.COM [fr]]
• Docs (games): [Atarimania] [AtariAge] [Oldschool Gaming (Reviews, Download, Useful links)] [LeJeuVideo.com [fr]] [StrategyWiki (consoles & games)]

🍩️ Resources
Compatible emulators
• These games work with the following emulators: ares, bee, BizHawk, Clock Signal (CLK), JStella, M.A.M.E., Stella, Stellarator, z26,

BIOS
▸ 👾️ Required files for ATARI 2600 (Atari 2600 VCS) (BIOS, firmware): (🦺️ work in progress)

Resources for Games
• Fan-sites & Resources: [AtariAge] [Atari.org]

Games
• 🎁 Freeware sites : [PDRoms] [Retrobrews on GitHub]
• 🗿️Abandonware sites (Overview, demo or abandonware, ROMs or Windows deliverable, for contents extraction or information): [FreeROMS] [Planet Emulation [fr]] [ROM Hustler] [Atarimania] [emugames]

🕊️ Source of this Entry: [Site (date)]

🦣️ Social Networking Update (on mastodon)

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📖 Our entry: https://www.lebottindesjeuxlinux.tuxfamily.org/en/online/lights-on/

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📕 Description [en]

📕🐧"blabla"🐧📕


A set of links to resources and / or documentation for the Atari 2600 game console.

🌍️ Wikipedia :

The Atari 2600 is a video game console released in September 1977 by Atari, Inc. It is credited with popularizing the use of microprocessor-based hardware and ROM cartridges containing game code, instead of having non-microprocessor dedicated hardware with all games built in. The first game console to use this format was the Fairchild Channel F; however, the Atari 2600 receives credit for making the plug-in concept popular among the game-playing public.

The console was originally sold as the Atari VCS, for Video Computer System. Following the release of the Atari 5200, in 1982, the VCS was renamed "Atari 2600", after the unit's Atari part number, CX2600. The 2600 was typically bundled with two joystick controllers, a conjoined pair of paddle controllers, and a cartridge game—initially Combat and later Pac-Man.

The Atari 2600 was wildly successful, and during much of the 1980s, "Atari" was a synonym for this model in mainstream media and, by extension, for video games in general.

The Atari 2600 was inducted into the National Toy Hall of Fame at The Strong in Rochester, New York in 2007. In 2009, the Atari 2600 was named the second greatest video game console of all time by IGN, who cited its remarkable role as the console behind both the first video game boom and the video game crash of 1983, and called it "the console that our entire industry is built upon."

Hardware
The CPU was the MOS Technology 6507, a cut-down version of the 6502, running at 1.19 MHz in the 2600. The 6507 included fewer memory address pins—13 instead of 16—and no external interrupts to fit into a smaller 28-pin package. Smaller packaging was, and still is, an important factor in overall system cost, and since memory was very expensive at the time, the 6507's small 8 kB of maximum external memory space was not going to be used up anyway. In fact, memory was so expensive they could not imagine using up even 4 kB, and when they got a deal on 24-pin connectors for the cartridge socket, they were only too happy to thereby limit the games to 4K. Later games got around this limitation with bank switching.

The console had only 128 bytes of RAM for run-time data that included the call stack and the state of the game world. There was no frame buffer, as the necessary RAM would have been too expensive. Instead the video device had two bitmapped sprites, two one-pixel "missile" sprites, a one-pixel "ball," and a 40-pixel "playfield" that was drawn by writing a bit pattern for each line into a register just before the television scanned that line. As each line was scanned, a game had to identify the non-sprite objects that overlapped the next line, assemble the appropriate bit patterns to draw for those objects, and write the pattern into the register. In a telling reveal of its Pong heritage, by default, the right side of the screen was a mirrored duplicate of the left; to control it separately, the software had to modify the patterns as the scan line was drawn. After the controller scanned the last active line, a more leisurely vertical blanking interval began, during which the game could process input and update the positions and states of objects in the world. Any mistake in timing produced visual artifacts, a problem programmers called racing the beam.

The video hardware gave the 2600 a reputation as one of the most complex machines in the world to program, but those programmers who understood it realized that such direct control over the video picture was also a source of flexibility. One advantage the 2600 had over more powerful competitors such as the ColecoVision was that the 2600 had no protection against altering settings in mid-line. For example, although each sprite nominally had only one color, it was possible to color the rows differently by changing the sprite's color as it was drawn. If the two hardware sprites were not enough for a game, a developer could share one sprite among several objects (as with the ghosts in Pac-Man) or draw software sprites, which was only a little more difficult than drawing a fixed playfield. The Pitfall! screenshot below demonstrates some of these tricks: the player is a multi-color sprite, one sprite is multiplexed for the logs and the scorpion, and the swinging vine is drawn by shifting the position of the "ball" on each scan line. Despite the hardware limitations, many Atari 2600 games have a lot of action on the screen, creating an engaging experience.

Additionally, the 2600 supported several types of input devices (joysticks, paddles, keyboards, etc.) and third-party peripherals, and many of these peripherals were interchangeable with the MSX and several other Japanese systems. In some cases, it is possible to use the Atari joysticks with the Sega Master System and Mega Drive/Genesis, though functionality may be limited. Also, Master System and Mega Drive/Genesis controllers work quite well on the 2600.

Color and graphics

The Atari 2600 used different color palettes depending on the television signal format used. With the NTSC format, a 128-color palette was available, while in PAL, only 104 colors were available. Additionally, the SECAM palette consisted of only 8 colors.

📕 Description [fr]

Un ensemble de liens vers des ressources ou documentations relatives à l'émulation de la console de jeu ATARI 2600.

L'ATARI 2600 (Atari 2600 VCS pour Video Computer System) est une console 8 bits basée sur un processeur 6507 (1,19 MHz), elle dispose d'une ROM de 128 octets, de ROM en cartouches de 2 à 4Ko, elle peut afficher 128 couleurs et produit un son sur 2 voix.


🌍️ Wikipedia :

L’Atari 2600, à l’origine appelée Atari VCS, est une console de jeux vidéo de deuxième génération produite par Atari entre 1977 et 1991.

Spécifications techniques :

• processeur principal : MOS Technology 6507 à 1,19 MHz
• processeur audio et vidéo : TIA
• mode graphique 4:
- Terrain de jeu: 40 × 192 (pixels rectangulaires de rapport 1 sur 8) en 2 couleurs par lignes.
- sprites : 5 objets mobiles d’une seule couleur par lignes :
- deux joueurs de résolution 8 × 192 (pixels rectangulaires de rapport 1 sur 2 zoomable 2 ou 4 fois) d'une finesse équivalente à du 160*192 hors zoom.
- deux missiles de couleur identique ligne à ligne à leur joueur.
- une balle de couleur identique ligne à ligne à la couleur de fond du terrain de jeu.

• couleurs : 128 (16 couleurs avec 8 niveaux d’intensité chacune) en NTSC 104 en PAL. Le modèle français SÉCAM n’affichait que 8 couleurs en fait il recolorait la version N&B du jeu.
• 🎧️ Son : Deux voix mono
• mémoire principale : 128 octets VLSI
• mémoire de masse (cartouches de jeux): De 2 et 4 Kio (mais possibilité d’extension théoriquement illimitée en passant par la technique de bank switching)
• connecteurs d’entrée :
⚬ deux ports DB9 pour joysticks, paddles, « trackballs », ou clavier 12-touches (0–9, #, et *)
⚬ six interrupteurs (version originale): Marche/Arrêt, Signal TV (noir et blanc ou couleur), Difficulté pour chaque joueur (appelé A et B), Select, et Reset
• connecteurs de sortie : noir et blanc ou couleur (NTSC ou PAL) et sortie son


💡 Nota:
• La copie d'écran provient du site Wikipedia (licence Public Domain).
• Attention : le téléchargement de ROMS commerciales est illégal à moins de les avoir acquises financièrement.