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Top Document: Atari 8-Bit Computers: Frequently Asked Questions Previous Document: 8.3) What games support 4 or more simultaneous players? Next Document: 8.5) What programs use a light pen or a light gun? See reader questions & answers on this topic! - Help others by sharing your knowledge The following are reported as incompatible with models other than the original Atari 400/800. Many can nevertheless be made to run on XL/XE's if you use a translator to run the original 400/800 OS on your XL/XE. Apple Panic Broderbund Aquatron Sierra On-Line Astro Chase (by First Star Software) Parker Bros. Atari Word Processor Atari (this is not the same as AtariWriter!) Atlantis (some versions!) Imagic Attack at EP-CYG-4 (by Bram) Romox Bacterion! Kyle Peacock/Tom Hudson/ANALOG#20 ( http://www.cyberroach.com/analog/an20/bacterion.htm patch for XL/XE available: http://www.cyberroach.com/analog/an20/bacterion_patch.htm ) Bandits Sirius Software BearJam Chalk Board Chicken Synapse Dancing Feats (by Softsync) Romox Demon Attack Imagic Dreadnaught Factor, The Activision Drelbs Synapse File Manager 800+ Synapse Forbidden Forest Cosmi (later versions by different companies work ok on XL/XE!) Fort Apocalypse Synapse (cart version is 400/800 only! tape+disk versions work ok on XL/XE!) Galahad And The Holy Grail APX (Downloadable: http://www.atariarchives.org/APX/showinfo.php?cat=20132) Go Hayden Gorf Roklan Jawbreaker II Sierra On-Line Jet Boot Jack English Software (can be found on various tapes/disks; at least the re-release version by Byte Back works alright on XL/XE computers!) Juggler IDSI K-Razy Antiks K-Byte K-razy Kritters CBS K-razy Kritters K-Byte Kangaroo Atari prototype KoalaPainter Koala Leo's 'Lectric Paintbrush Chalk Board Leo's Links Chalk Board Letter Perfect (before v6) LJK LogicMaster Chalk Board Mac/65 [ver. 1.00, orange] OSS Mario Bros. ('83) Atari Maze Epyx Micro Illustrator Chalk Board MicroMaestro Chalk Board Monkey Wrench Eastern House Monster Maze Epyx Ms. Pac-Man Atari (has problems with newer XE/XEGS computers!) M.U.L.E.(early release only) Electronic Arts Nautilus Synapse XL/XE workaround: hold down START to skip the title screen, which is where it locks up. --Scott Stilphen, 6 Jun 2007 Pac-Man Jr. Atari prototype Picnic Paranoia Synapse Pool 1.5 IDSI Pool 400 IDSI Protector II Synapse QS Forth James Abanese / [QS] Quality Software Rack 'Em Up Rocklan Shamus Synapse XL/XE workaround: hold down START or SELECT to skip the title screen, which is where it locks up. A re-release by Americana/Synsoft corrects the incompatibility problem. (http://www.atarimania.com/detail_soft.php?MENU=8&VERSION_ID=6174) --Scott Stilphen, 6 Jun 2007 Slime Synapse Snapper Silicon Valley Systems Space Dungeon Atari Squish 'Em Sirius Super Pac-Man Atari prototype Synassembler Synapse Text Wizard Datasoft Zaxxon (early release only!) Datasoft Konrad M.Kokoszkiewicz writes: XL/XE software won't work on 400/800 if: 1) it uses shadow RAM at $C000-$CFFF and $D800-$FFFF 2) it uses RAM expansions at $4000-$7FFF controlled by PORTB $D301 3) it uses specific XL OS functions (like JNEWDEVC) 4) it uses illegal XL OS addresses. 5) it uses European Charset :) Andreas Koch adds: To get an overview or see a chart of OS changes from the 800 to the XL line, refer to Antic magazine Volume 3, Number 2 (June 1984), pages 10-14; (online: http://www.atarimagazines.com/v3n2/insideatari.html ) Also note, that some software will not work correct (or not at all) on newer XE/XEGS versions (which have a new OS with a new version number, a new Self Test/Memory Test/Keyboard Test, larger RAM chips, etc. etc.); Thomas Richter contributes further details (16 Jan 2004): There are a couple of reasons why some games don't run on the XL/XE models. I try to order them by "likeliness", of course biased by my personal observations: i) The printer buffer of the XL Operating System in page 3 is a couple of bytes shorter. The additional bytes are used for extended OS variables not available in the 800 series. Most prominent is the $3fa location, holding a shadow register of GTIA's TRIG3 signal. While a true joystick trigger line in the 400/800 series, this signal is used as "cart inserted" signal for XL/XE models. Unfortunately, the OS compares GTIA trig3 with the shadow register at $3fa in each vertical blank, running into an endless loop if the register contents don't match. This causes hangs for games using page 3 either as copy-buffer or for player-missile graphics. (Hangs by Ms. Pac-Man and Bacterion! are caused by this, and many others...) This is "fixable" either by the translator disk, or by a quick hack into the game, replacing the OS vertical blank or poking TRIG3 frequently into its shadow. The reason for the OS behavior might be that Atari wanted to prevent crashes if the cartridge is inserted or removed while the machine is running. The 400/800 is powered down when a cart is inserted, the XL/XE lacks the cover of the older models that triggered a little switch to interrupt the power line. ii) Similar to the above, writes to $3f8. This OS equate defines whether on a warm start, the BASIC ROM shall be mapped back in. If its contents are altered, a program triggering a reset as part of its initialization will find itself then with 8K less RAM occupied by a BASIC ROM, making it crash. Similarly, writes to the cartridge checksum $3eb could cause a cold-start on a "reset initialization". This is fixable by the translator disk. iii) Some games use a four-joystick setup, or at least initialize PIA itself. If this happens inadequately, PIA Port B, bit 0 gets changed, disabling the ROM, and thus crashing the machine. This is not fixable by the translator since it is a hardware issue. iv) Direct jumps into the OS ROM, not using the documented vectors in the $e450 area. Interestingly, this fault is not as common as it may sound since games hardly ever use the OS. It causes failures of some "serious applications", most notably "QS Forth" and applications compiled by it. This is fixable by the translator disk. As a side remark, it is interesting to note that no such documented jump-ins exist for the math-pack ($d800 to $dfff). It is not really part of the OS, but looks more like a part of the BASIC interpreter that didn't make it into the OS because there was no room left. Thus, direct jump-ins have to be used here that are documented in the De Re Atari (for example). Atari never changed them, but it seems likely that this documentation happened more or less as an accident since the same source also lists some mathematics-related jump-ins into the Basic (namely, to compute SIN and COS and related) that are only valid for the Rev. A BASIC. Thus, the math pack might be a couple of routines that have been originally intended for "private use" of the BASIC ROM, but then have been found "too useful" by many others to remain "closed". Otherwise, it is hard to explain why the otherwise pretty cleaned-up OS comes with a construction like this. User Contributions:Comment about this article, ask questions, or add new information about this topic:Top Document: Atari 8-Bit Computers: Frequently Asked Questions Previous Document: 8.3) What games support 4 or more simultaneous players? Next Document: 8.5) What programs use a light pen or a light gun? 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Last Update August 08 2012 @ 06:18 AM
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