Category: atari 2600

  • Atari 2600 Hardware News U Can Use

    Theta Frost posted:

    Well this surprised me!  The Longhorn Engineer has plans to sell PCB’s and kits I believe of a new 2600 motherboard!  We still get the original TIA and its lovely sounds, with built in video mods (S-Video), controls and a nice screen.  This will also alleviate the problems with faulty capacitors and such that have driven me crazy!  My only worry is the quality of it’s audio amp…  I’m certainly excited to use this with music though!  (it probably won’t be compatible with Synthcart however because of it’s limited controls)

    http://www.longhornengineer.com/Projects/Unity

    Also the freaking Harmony Cart is out!!!  This one totally surprised me!  Basically it’s a nice 2600 flash cartridge with a built in SD card slot that supports SD and SDHC and USB built in.  It support just about all of the 2600 library.  I’m fairly certain it covers ALL titles regardless of their specific cartridge designs and such.  The real kicker, it’s only a whopping $60!  Awesome!

    http://harmony.atariage.com/order.html

    So these are two great developments for Atari 2600 music!  big_smile

    via New 2600 PCB and Harmony Cart! Page 1 – Atari – ChipMusic.org.

  • Plogue chipsounds 1.0 appeared

    The long awaited Chip emulating vst from Plogue is finally out. Having had a chance to play with this, I can tell you the sound is up to snuff, surpassing other similar products, and its usuability gives real hardware a run for its money. You can read a healthy overview about the process behind the recreation over at CDM, or check out this blurb from the Plogue site after the jump.

    (more…)

  • “In Game Sound Engine” for Atari 2600

    Richi_S has created a basic sound engine for the Atari 2600; posted at AtariAge forums.  Comparing IGSE to Paul Slocum’s Music Kit 2, they are pretty far and in between one another.

    IGSE features volume or pitch enveloped “Special Instruments.”  Music Kit 2 does not support full control of volume; but you can control slight increments of the instrument’s attenuation.  INGE is based on manipulating the frequency and volume of a single instrument on both channels.  Whereas Music Kit 2 is based on modulating all of the available instruments in sequence, and the frequencies of those instruments while only slightly shifting the attenuation of the instrument up or down for emphasis.

    INGE as its acronym clearly states, is best used for an in game sound engine due to its limitation of not being able to switch up instruments “easily” and quickly; such as supported by Music Kit 2.

    Hopefully more features and capabilities will be added to INGE; since Richi_S appears to be a motivated, positive and focused anachroprogrammer. :)