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		<id>https://7800.8bitdev.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Trebor</id>
		<title>8BitDev.org - Atari 7800 Development Wiki - User contributions [en]</title>
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		<updated>2026-04-21T14:08:25Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=1293</id>
		<title>Trebors 7800 ROM PROPack</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=1293"/>
				<updated>2026-01-01T15:14:10Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trebors ROM pack has pretty much every ROM that runs on the Atari 7800 console. All ROM headers have been confirmed and/or corrected for v3 and v4 header compliance.&lt;br /&gt;
&lt;br /&gt;
[[Media:Trebors 7800 ROM PROPack v8_17.zip]]&lt;br /&gt;
&lt;br /&gt;
The pack contains ROMs collected from public sources. If you believe it contains items for which you own the copyright, and wish to have them removed, please email admin at 7800.8bitdev.org.&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=File:Trebors_7800_ROM_PROPack_v8_17.zip&amp;diff=1292</id>
		<title>File:Trebors 7800 ROM PROPack v8 17.zip</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=File:Trebors_7800_ROM_PROPack_v8_17.zip&amp;diff=1292"/>
				<updated>2026-01-01T15:13:51Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=1168</id>
		<title>Trebors 7800 ROM PROPack</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=1168"/>
				<updated>2025-01-04T04:23:16Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trebors ROM pack has pretty much every ROM that runs on the Atari 7800 console. All ROM headers have been confirmed and/or corrected for v3 and v4 header compliance.&lt;br /&gt;
&lt;br /&gt;
[[Media:Trebors 7800 ROM PROPack v8_16.zip]]&lt;br /&gt;
&lt;br /&gt;
The pack contains ROMs collected from public sources. If you believe it contains items for which you own the copyright, and wish to have them removed, please email admin at 7800.8bitdev.org.&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=1149</id>
		<title>Trebors 7800 ROM PROPack</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=1149"/>
				<updated>2024-07-22T14:42:25Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trebors ROM pack has pretty much every ROM that runs on the Atari 7800 console. All ROM headers have been confirmed and/or corrected for v3 and v4 header compliance.&lt;br /&gt;
&lt;br /&gt;
[[Media:Trebors 7800 ROM PROPack v8_15.zip]]&lt;br /&gt;
&lt;br /&gt;
The pack contains ROMs collected from public sources. If you believe it contains items for which you own the copyright, and wish to have them removed, please email admin at 7800.8bitdev.org.&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=1109</id>
		<title>Trebors 7800 ROM PROPack</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=1109"/>
				<updated>2024-01-15T01:17:17Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trebors ROM pack has pretty much every ROM that runs on the Atari 7800 console. All ROM headers have been confirmed and/or corrected for v3 and v4 header compliance.&lt;br /&gt;
&lt;br /&gt;
[[Media:Trebors 7800 ROM PROPack v7_14.zip]]&lt;br /&gt;
&lt;br /&gt;
The pack contains ROMs collected from public sources. If you believe it contains items for which you own the copyright, and wish to have them removed, please email admin at 7800.8bitdev.org.&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=Atari_7800_Color_Documentation&amp;diff=1107</id>
		<title>Atari 7800 Color Documentation</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=Atari_7800_Color_Documentation&amp;diff=1107"/>
				<updated>2023-08-24T03:44:26Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: /* Consistency Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==NTSC and PAL Palettes==&lt;br /&gt;
&lt;br /&gt;
Atari 7800 color values are split into 2 parts - the upper 4 bits control the hue of the color, and the lower 4 bits control the brightness of the color. Atari 7800 color values are often represented in hexadecimal notation, since each digit in a single byte $XX hex number represents 4 bits.&lt;br /&gt;
&lt;br /&gt;
[[File:A7800 color paletted - NTSC factory tuned.png|450px|A7800 Color Palette - NTSC factory tuned or &amp;quot;cool&amp;quot; setting]] [[File:A7800 color paletted - PAL factory tuned.png|450px|A7800 Color Palette - NTSC factory tuned or &amp;quot;cool&amp;quot; setting]]&lt;br /&gt;
&lt;br /&gt;
The 7800 uses very similar palettes for NTSC and PAL consoles, with some minor differences with the hue at any one register. With some careful selection of color indexes, most 7800 games should be able to use a common palette between the 2 platforms.&lt;br /&gt;
&lt;br /&gt;
==Technical Overview of Color Generation==&lt;br /&gt;
&lt;br /&gt;
[[File:YIQ-7800-warmup.gif|thumb|Atari 7800 hue values shifting as the console warms up, overlaid on Y=0.5 IQ colorspace.]]&lt;br /&gt;
The color system in the 7800 is designed to efficiently generate color signals that are PAL or NTSC ready, with very little silicon and support circuitry. To better understand 7800 colors, it helps to have a general understanding of NTSC and PAL color encoding.&lt;br /&gt;
&lt;br /&gt;
Both NTSC and PAL TV standards have a short [https://en.wikipedia.org/wiki/NTSC#Color_encoding colorburst] signal near the beginning of each scanline. The colorburst serves 2 purposes. Its presence signals to the TV that the scanline will contain color information, but it also serves as a phase reference. If the same frequency is later detected by the TV during the display of a pixel, the TV will compare the frequency's phase relative to the original colorburst, and use the result as an index to a hue in the YIQ colorspace(NTSC) or YUV colorspace(PAL).&lt;br /&gt;
&lt;br /&gt;
From a signal perspective, the top 4 bits of any color register actually determines the amount of phase-shift applied to the color frequency, and the bottom 4 bits determines the voltage level of the pixel. &lt;br /&gt;
&lt;br /&gt;
The 7800 color system uses a uniform level of saturation for all of its color values, except for color values from $00 to $0F, which are displayed without any saturation. This allows for the display of black, shades of grey, and white.&lt;br /&gt;
&lt;br /&gt;
==Consistency Issues==&lt;br /&gt;
There are a number of factors that result in inconsistency between the palettes of 7800 consoles:&lt;br /&gt;
&lt;br /&gt;
*Each 7800 console has a tunable resistor inside, which is used to modify the color signal frequency period. On any given console this resistor may be adjusted a number of different ways, with at least 2 published historic standards in play - one with hues ~25.7 degrees apart, and another with hues ~26.7 degrees apart.&lt;br /&gt;
*As a 7800 console warms up, so do the components that produce the color signal frequency period, while the colorburst frequency remains constant, so the distance between the various hues in the palette stretch out. When cold, the console's hue values have ~24.7 degrees of separation, and as the console warms up, up to ~27.7 degrees of separation can be seen between the hues. The separation is cumulative, and so is more pronounced with higher hue values; the $Ex hue can shift from being green through yellow/brown, and $Fx can shift from an initial greenish-yellow/brown through to a reddish yellow/brown. The majority of this shifting will happen in the first 20 minutes of console operation, though some additional shifting can be seen hours later.&lt;br /&gt;
*The NTSC and PAL standards don't consistently display the same colors from TV to TV, and almost all TVs allow the viewer to tune colors to their liking.&lt;br /&gt;
&lt;br /&gt;
The largest factor in these consistency issues is typically the warm-up issue. Since the latter hues shift more than the earlier ones, a 7800 game designer should generally avoid the last 2 $Ex and $Fx hues for critical items that need faithful color. e.g. one may wish to avoid using $Ex for green grass, or $Fx for gold coins.&lt;br /&gt;
&lt;br /&gt;
The warm-up effect can be seen in commercial 7800 title Choplifter, where the ground utilizes a $E8 color value, and consequently shifts from green to yellow-brown.&lt;br /&gt;
&lt;br /&gt;
==Color Artifacting==&lt;br /&gt;
[[File:Artifact comparison.jpg|thumb|Artifacting colors from 2 different 7800 consoles compared]]&lt;br /&gt;
320 pixel modes on the 7800 are prone to artifacting colors. The 7800 pixel clock operates at twice the colorburst frequency, so from the TV's perspective, any alternating pattern of light and dark 320 mode pixels is indistinguishable from color information. If the light pixels are on even positions, one color is produced, and if dark pixels are on even positions, another color is produced.&lt;br /&gt;
&lt;br /&gt;
A second set of artifact colors can be produced by alternating pairs of light pixels with pairs of dark pixels. This second set of artifact colors will be less intense, and striped in luminance.&lt;br /&gt;
&lt;br /&gt;
The specific artifact colors produced can vary from console to console, depending on hardware modifications, and likely varying between MARIA revisions. Its also worth mentioning that if a console has been video-modified to produce s-video output, it won't be able to display artifact colors, since the pixel luminance signal will no longer be mixed with the chroma signal. Similarly, if you turn off the colorburst signal using the CTRL register, artifacting will be eliminated, along with the rest of the non-artifact colors.&lt;br /&gt;
&lt;br /&gt;
If you're designing graphics and fonts for 320 mode display, and you wish to minimize artifacting, you need to ensure that any bright or dark pixels are horizontally followed by 1 or more pixels of the same luminance.&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=Atari_7800_Color_Documentation&amp;diff=1106</id>
		<title>Atari 7800 Color Documentation</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=Atari_7800_Color_Documentation&amp;diff=1106"/>
				<updated>2023-08-24T03:40:24Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: /* Technical Overview of Color Generation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==NTSC and PAL Palettes==&lt;br /&gt;
&lt;br /&gt;
Atari 7800 color values are split into 2 parts - the upper 4 bits control the hue of the color, and the lower 4 bits control the brightness of the color. Atari 7800 color values are often represented in hexadecimal notation, since each digit in a single byte $XX hex number represents 4 bits.&lt;br /&gt;
&lt;br /&gt;
[[File:A7800 color paletted - NTSC factory tuned.png|450px|A7800 Color Palette - NTSC factory tuned or &amp;quot;cool&amp;quot; setting]] [[File:A7800 color paletted - PAL factory tuned.png|450px|A7800 Color Palette - NTSC factory tuned or &amp;quot;cool&amp;quot; setting]]&lt;br /&gt;
&lt;br /&gt;
The 7800 uses very similar palettes for NTSC and PAL consoles, with some minor differences with the hue at any one register. With some careful selection of color indexes, most 7800 games should be able to use a common palette between the 2 platforms.&lt;br /&gt;
&lt;br /&gt;
==Technical Overview of Color Generation==&lt;br /&gt;
&lt;br /&gt;
[[File:YIQ-7800-warmup.gif|thumb|Atari 7800 hue values shifting as the console warms up, overlaid on Y=0.5 IQ colorspace.]]&lt;br /&gt;
The color system in the 7800 is designed to efficiently generate color signals that are PAL or NTSC ready, with very little silicon and support circuitry. To better understand 7800 colors, it helps to have a general understanding of NTSC and PAL color encoding.&lt;br /&gt;
&lt;br /&gt;
Both NTSC and PAL TV standards have a short [https://en.wikipedia.org/wiki/NTSC#Color_encoding colorburst] signal near the beginning of each scanline. The colorburst serves 2 purposes. Its presence signals to the TV that the scanline will contain color information, but it also serves as a phase reference. If the same frequency is later detected by the TV during the display of a pixel, the TV will compare the frequency's phase relative to the original colorburst, and use the result as an index to a hue in the YIQ colorspace(NTSC) or YUV colorspace(PAL).&lt;br /&gt;
&lt;br /&gt;
From a signal perspective, the top 4 bits of any color register actually determines the amount of phase-shift applied to the color frequency, and the bottom 4 bits determines the voltage level of the pixel. &lt;br /&gt;
&lt;br /&gt;
The 7800 color system uses a uniform level of saturation for all of its color values, except for color values from $00 to $0F, which are displayed without any saturation. This allows for the display of black, shades of grey, and white.&lt;br /&gt;
&lt;br /&gt;
==Consistency Issues==&lt;br /&gt;
There are a number of factors that result in inconsistency between the palettes of 7800 consoles:&lt;br /&gt;
&lt;br /&gt;
*Each 7800 console has a tunable resistor inside, which is used to modify the color signal frequency period. On any given console this resistor may be adjusted a number of different ways, with at least 2 published historic standards in play - one with hues ~25.7 degrees apart, and another with hues ~26.7 degrees apart.&lt;br /&gt;
*As a 7800 console warms up, so do the components that produce the color signal frequency period, while the colorburst frequency remains constant, so the distance between the various hues in the palette stretch out. When cold, the console's hue values have ~24.7 degrees of separation, and as the console warms up, up to ~27.7 degrees of separation can be seen between the hues. The separation is cumulative, and so is more pronounced with higher hue values; the $Ex hue can shift from being green through yellow/brown, and $Fx can shift from an initial greenish-yellow/brown through to a reddish yellow/brown. The majority of this shifting will happen in the first 20 minutes of console operation, though some additional shifting can be seen hours later.&lt;br /&gt;
*The NTSC and PAL standards don't consistently display the same colors from TV to TV, and almost all TVs allow the viewer to tune colors to their liking.&lt;br /&gt;
&lt;br /&gt;
The largest factor in these consistency issues is typically the warm-up issue. Since the latter hues shift more than the earlier ones, a 7800 game designer should generally avoid the last 2 $Ex and $Fx hues for critical items that need faithful color. e.g. one may wish to avoid using $Ex for green grass, or $Fx for for gold coins.&lt;br /&gt;
&lt;br /&gt;
The warm-up effect can be seen in commercial 7800 title Choplifter, where the ground utilizes a $E8 color value, and consequently shifts from green to yellow-brown.&lt;br /&gt;
&lt;br /&gt;
==Color Artifacting==&lt;br /&gt;
[[File:Artifact comparison.jpg|thumb|Artifacting colors from 2 different 7800 consoles compared]]&lt;br /&gt;
320 pixel modes on the 7800 are prone to artifacting colors. The 7800 pixel clock operates at twice the colorburst frequency, so from the TV's perspective, any alternating pattern of light and dark 320 mode pixels is indistinguishable from color information. If the light pixels are on even positions, one color is produced, and if dark pixels are on even positions, another color is produced.&lt;br /&gt;
&lt;br /&gt;
A second set of artifact colors can be produced by alternating pairs of light pixels with pairs of dark pixels. This second set of artifact colors will be less intense, and striped in luminance.&lt;br /&gt;
&lt;br /&gt;
The specific artifact colors produced can vary from console to console, depending on hardware modifications, and likely varying between MARIA revisions. Its also worth mentioning that if a console has been video-modified to produce s-video output, it won't be able to display artifact colors, since the pixel luminance signal will no longer be mixed with the chroma signal. Similarly, if you turn off the colorburst signal using the CTRL register, artifacting will be eliminated, along with the rest of the non-artifact colors.&lt;br /&gt;
&lt;br /&gt;
If you're designing graphics and fonts for 320 mode display, and you wish to minimize artifacting, you need to ensure that any bright or dark pixels are horizontally followed by 1 or more pixels of the same luminance.&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=1097</id>
		<title>Trebors 7800 ROM PROPack</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=1097"/>
				<updated>2023-07-01T20:45:45Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trebors ROM pack has pretty much every ROM that runs on the Atari 7800 console. All ROM headers have been confirmed and/or corrected for v3 and v4 header compliance.&lt;br /&gt;
&lt;br /&gt;
[[Media:Trebors 7800 ROM PROPack v6_13.zip]]&lt;br /&gt;
&lt;br /&gt;
The pack contains ROMs collected from public sources. If you believe it contains items for which you own the copyright, and wish to have them removed, please email admin at 7800.8bitdev.org.&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=Common_Emulator_Development_Issues&amp;diff=1091</id>
		<title>Common Emulator Development Issues</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=Common_Emulator_Development_Issues&amp;diff=1091"/>
				<updated>2023-06-03T00:44:46Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: /* ROMs That May Be Reported As Bugs, But Aren't */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==ROMs That Can Cause Issues With Incomplete Emulation==&lt;br /&gt;
&lt;br /&gt;
* Choplifter. If the line between the horizon isn't in the correct place, or moves, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
* Choplifter. If there's a glitch zone high in the sky, it means your TIA address space doesn't emulate a floating bus correctly.&lt;br /&gt;
* One On One. If the player can't advance past the option menu with a button press, it means the RIOT 2-button implementation is incomplete. The game does a partial 2-button setup, relying on default RIOT state.&lt;br /&gt;
* Worm! If the game can't be started at all, it means that the RIOT 2-button implementation is incompete. The game does a partial 2-button setup, relying on default RIOT state.&lt;br /&gt;
* Xenophobe. If the bottom row of the titlescreen graphic is the incorrect color, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
* Xenophobe. If all of the main action screen glitches periodically, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
* Ninja Golf. If the player number selection screen has squished graphics (displaying 160A graphics at 160B) then you need to account for non-zero DLL terminators. Maria ignores bits 7 and 5, so your terminator check should be for &amp;quot;!(value &amp;amp; 0x5F)&amp;quot;.&lt;br /&gt;
* Crossbow. If all graphics appear garbled/in wrong mode then you need to account for non-zero DLL terminators. Maria ignores bits 7 and 5, so your terminator check should be for &amp;quot;!(value &amp;amp; 0x5F)&amp;quot;.&lt;br /&gt;
* Planet Smashers. If the background starfield is replaced by glitched graphics, you aren't checking the entire 8000-BFFF range for the bankswitch hotspot. This game uses the BFFF hotspot. &lt;br /&gt;
* Alien Brigade. Corruption in the main screen can be caused by missing or incorrect DMA cycle penalties, whenever lots of objects are displayed in this game. &lt;br /&gt;
* Summer Games. If the Platform Diving event has a flickering line between the stands and pool deck, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
* Ace Of Aces. If the top line of sky bounces around, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
* Karateka. If during the second enemy stage, there is flickering in the bottom right area and/or the power meter, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ROMs That May Be Reported As Bugs, But Aren't==&lt;br /&gt;
* Tower Toppler. If the game keeps skipping levels, this is part of a level-skip feature that's activated by the difficulty switch position.&lt;br /&gt;
* Xenophobe. During the play player one level completion stats the last line of the ship is displayed in 320A instead of 160A like the rest of the ship. The result of this is last line appears as a series of alternating pixels.&lt;br /&gt;
* Commando. If the game doesn't play Pokey music, you have a dump with a bad A78 header.&lt;br /&gt;
* Xevious. If the ship shoots missiles and bombs, even when a 2-button stick is used, it's due to the difficulty switch position. This is a selectable feature.&lt;br /&gt;
* Super Huey UH-IX.  Flickering line at the lower right-side portion of the screen, between outside view and console.  Occurs under original hardware.&lt;br /&gt;
* Water Ski.  A rope 'ghost' line flickers to the left and right of where the actual real rope line is located.  Occurs under original hardware.&lt;br /&gt;
* Sentinel. Background music missing.  Check difficulty switches position.&lt;br /&gt;
* Super Skateboardin'.  Missing background melody.  Toggles via difficulty switches.&lt;br /&gt;
* Ikari Warriors.  No background music.  Music presence set by difficulty switches.&lt;br /&gt;
* Missing In Action.  Keeps rotating through start of level or player invincible.  Invincibility, taking damage, and level select are determined by difficulty switch settings.&lt;br /&gt;
* Bentley Bear's Crystal Quest.  Doesn't jump or walks too slow, can't run.  Check difficulty switch settings.  Set the Left Switch to the right &amp;amp; set the Right Switch to the left.&lt;br /&gt;
* Rikki &amp;amp; Vikki.  Sound effects volume too low or too high.  Difficulty switch settings control TIA (Sound effects) amplitude.&lt;br /&gt;
* Crazy Brix.  Controls not responding, can't start a game, or game freeze.  Check difficulty switches, tells game what controller types to expect.&lt;br /&gt;
* Armor Attack II.  Second button does not accelerate vehicle.  Difficulty switch setting toggle between pressing Up on joystick or Button 2 to accelerate.&lt;br /&gt;
* Galaxian.  Player's ship fires too fast or too slow.  Shot speed determined by difficulty switches.&lt;br /&gt;
* Plutos.  Always starts a 2 Player game.  Difficulty switch settings determine whether 1 Player or 2 Players simultaneous game.&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=Common_Emulator_Development_Issues&amp;diff=1090</id>
		<title>Common Emulator Development Issues</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=Common_Emulator_Development_Issues&amp;diff=1090"/>
				<updated>2023-06-02T01:08:50Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: /* ROMs That May Be Reported As Bugs, But Aren't */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==ROMs That Can Cause Issues With Incomplete Emulation==&lt;br /&gt;
&lt;br /&gt;
* Choplifter. If the line between the horizon isn't in the correct place, or moves, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
* Choplifter. If there's a glitch zone high in the sky, it means your TIA address space doesn't emulate a floating bus correctly.&lt;br /&gt;
* One On One. If the player can't advance past the option menu with a button press, it means the RIOT 2-button implementation is incomplete. The game does a partial 2-button setup, relying on default RIOT state.&lt;br /&gt;
* Worm! If the game can't be started at all, it means that the RIOT 2-button implementation is incompete. The game does a partial 2-button setup, relying on default RIOT state.&lt;br /&gt;
* Xenophobe. If the bottom row of the titlescreen graphic is the incorrect color, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
* Xenophobe. If all of the main action screen glitches periodically, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
* Ninja Golf. If the player number selection screen has squished graphics (displaying 160A graphics at 160B) then you need to account for non-zero DLL terminators. Maria ignores bits 7 and 5, so your terminator check should be for &amp;quot;!(value &amp;amp; 0x5F)&amp;quot;.&lt;br /&gt;
* Crossbow. If all graphics appear garbled/in wrong mode then you need to account for non-zero DLL terminators. Maria ignores bits 7 and 5, so your terminator check should be for &amp;quot;!(value &amp;amp; 0x5F)&amp;quot;.&lt;br /&gt;
* Planet Smashers. If the background starfield is replaced by glitched graphics, you aren't checking the entire 8000-BFFF range for the bankswitch hotspot. This game uses the BFFF hotspot. &lt;br /&gt;
* Alien Brigade. Corruption in the main screen can be caused by missing or incorrect DMA cycle penalties, whenever lots of objects are displayed in this game. &lt;br /&gt;
* Summer Games. If the Platform Diving event has a flickering line between the stands and pool deck, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
* Ace Of Aces. If the top line of sky bounces around, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
* Karateka. If during the second enemy stage, there is flickering in the bottom right area and/or the power meter, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ROMs That May Be Reported As Bugs, But Aren't==&lt;br /&gt;
* Tower Toppler. If the game keeps skipping levels, this is part of a level-skip feature that's activated by the difficulty switch position.&lt;br /&gt;
* Xenophobe. During the play player one level completion stats the last line of the ship is displayed in 320A instead of 160A like the rest of the ship. The result of this is last line appears as a series of alternating pixels.&lt;br /&gt;
* Commando. If the game doesn't play Pokey music, you have a dump with a bad A78 header.&lt;br /&gt;
* Xevious. If the ship shoots missiles and bombs, even when a 2-button stick is used, it's due to the difficulty switch position. This is a selectable feature.&lt;br /&gt;
* Super Huey UH-IX.  Flickering line at the lower right-side portion of the screen, between outside view and console.  Occurs under original hardware.&lt;br /&gt;
* Water Ski.  A rope 'ghost' line flickers to the left and right of where the actual real rope line is located.  Occurs under original hardware.&lt;br /&gt;
* Sentinel. Background music missing.  Check difficulty switches position.&lt;br /&gt;
* Super Skateboardin'.  Missing background melody.  Toggles via difficulty switches.&lt;br /&gt;
* Ikari Warriors.  No background music.  Music presence set by difficulty switches.&lt;br /&gt;
* Missing In Action.  Keeps rotating through start of level or player invincible.  Invincibility, taking damage, and level select are determined by difficulty switch settings.&lt;br /&gt;
* Bentley Bear's Crystal Quest.  Doesn't jump or walks too slow, can't run.  Check difficulty switch settings.  Set the Left Switch to the right &amp;amp; set the Right Switch to the left.&lt;br /&gt;
* Rikki &amp;amp; Vikki.  Sound effects volume too low or too high.  Difficulty switch settings control TIA (Sound effects) amplitude.&lt;br /&gt;
* Crazy Brix.  Controls not responding, can't start a game, or game freeze.  Check difficulty switches, tells game what controller types to expect.&lt;br /&gt;
* Armor Attack II.  Second button does not accelerate vehicle.  Difficulty switch setting toggle between pressing UP on joystick or Button 2 to accelerate.&lt;br /&gt;
* Galaxian.  Player's ship fires too fast or too slow.  Shot speed determined by difficulty switches.&lt;br /&gt;
* Plutos.  Always starts a 2 Player game.  Difficulty switch settings determine whether 1 Player or 2 Players simultaneous game.&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=Common_Emulator_Development_Issues&amp;diff=1089</id>
		<title>Common Emulator Development Issues</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=Common_Emulator_Development_Issues&amp;diff=1089"/>
				<updated>2023-06-02T00:37:36Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: /* ROMs That May Be Reported As Bugs, But Aren't */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==ROMs That Can Cause Issues With Incomplete Emulation==&lt;br /&gt;
&lt;br /&gt;
* Choplifter. If the line between the horizon isn't in the correct place, or moves, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
* Choplifter. If there's a glitch zone high in the sky, it means your TIA address space doesn't emulate a floating bus correctly.&lt;br /&gt;
* One On One. If the player can't advance past the option menu with a button press, it means the RIOT 2-button implementation is incomplete. The game does a partial 2-button setup, relying on default RIOT state.&lt;br /&gt;
* Worm! If the game can't be started at all, it means that the RIOT 2-button implementation is incompete. The game does a partial 2-button setup, relying on default RIOT state.&lt;br /&gt;
* Xenophobe. If the bottom row of the titlescreen graphic is the incorrect color, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
* Xenophobe. If all of the main action screen glitches periodically, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
* Ninja Golf. If the player number selection screen has squished graphics (displaying 160A graphics at 160B) then you need to account for non-zero DLL terminators. Maria ignores bits 7 and 5, so your terminator check should be for &amp;quot;!(value &amp;amp; 0x5F)&amp;quot;.&lt;br /&gt;
* Crossbow. If all graphics appear garbled/in wrong mode then you need to account for non-zero DLL terminators. Maria ignores bits 7 and 5, so your terminator check should be for &amp;quot;!(value &amp;amp; 0x5F)&amp;quot;.&lt;br /&gt;
* Planet Smashers. If the background starfield is replaced by glitched graphics, you aren't checking the entire 8000-BFFF range for the bankswitch hotspot. This game uses the BFFF hotspot. &lt;br /&gt;
* Alien Brigade. Corruption in the main screen can be caused by missing or incorrect DMA cycle penalties, whenever lots of objects are displayed in this game. &lt;br /&gt;
* Summer Games. If the Platform Diving event has a flickering line between the stands and pool deck, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
* Ace Of Aces. If the top line of sky bounces around, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
* Karateka. If during the second enemy stage, there is flickering in the bottom right area and/or the power meter, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ROMs That May Be Reported As Bugs, But Aren't==&lt;br /&gt;
* Tower Toppler. If the game keeps skipping levels, this is part of a level-skip feature that's activated by the difficulty switch position.&lt;br /&gt;
* Xenophobe. During the play player one level completion stats the last line of the ship is displayed in 320A instead of 160A like the rest of the ship. The result of this is last line appears as a series of alternating pixels.&lt;br /&gt;
* Commando. If the game doesn't play Pokey music, you have a dump with a bad A78 header.&lt;br /&gt;
* Xevious. If the ship shoots missiles and bombs, even when a 2-button stick is used, it's due to the difficulty switch position. This is a selectable feature.&lt;br /&gt;
* Super Huey UH-IX.  Flickering line at the lower right-side portion of the screen, between outside view and console.  Occurs under original hardware.&lt;br /&gt;
* Water Ski.  A rope 'ghost' line flickers to the left and right of where the actual real rope line is located.  Occurs under original hardware.&lt;br /&gt;
* Sentinel. Background music missing.  Check difficulty switches position.&lt;br /&gt;
* Super Skateboardin'.  Missing background melody.  Toggles via difficulty switches.&lt;br /&gt;
* Ikari Warriors.  No background music.  Music presence set by difficulty switches.&lt;br /&gt;
* Missing In Action.  Keeps rotating through start of level or player invincible.  Invincibility, taking damage, and level select are determined by difficulty switch settings.&lt;br /&gt;
* Bentley Bear's Crystal Quest.  Doesn't jump or walks too slow, can't run.  Check difficulty switch settings.  Set the Left Switch to the right &amp;amp; set the Right Switch to the left.&lt;br /&gt;
* Rikki &amp;amp; Vikki.  Sound Effects volume too low or too high.  Difficulty switch settings control TIA (Sound Effects) amplitude.&lt;br /&gt;
* Crazy Brix.  Controls not responding, can't start a game, or game freeze.  Check difficulty switches, tells game what controller types to expect.&lt;br /&gt;
* Armor Attack II.  Second button does not accelerate vehicle.  Difficulty switch setting toggle between pressing UP on joystick or Button 2 to accelerate.&lt;br /&gt;
* Galaxian.  Player's ship fires too fast or too slow.  Shot speed determined by difficulty switches.&lt;br /&gt;
* Plutos.  Always starts a 2 Player game.  Difficulty switch settings determine whether 1 Player or 2 Players simultaneous game.&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=Common_Emulator_Development_Issues&amp;diff=1088</id>
		<title>Common Emulator Development Issues</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=Common_Emulator_Development_Issues&amp;diff=1088"/>
				<updated>2023-06-02T00:25:20Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: /* ROMs That May Be Reported As Bugs, But Aren't */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==ROMs That Can Cause Issues With Incomplete Emulation==&lt;br /&gt;
&lt;br /&gt;
* Choplifter. If the line between the horizon isn't in the correct place, or moves, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
* Choplifter. If there's a glitch zone high in the sky, it means your TIA address space doesn't emulate a floating bus correctly.&lt;br /&gt;
* One On One. If the player can't advance past the option menu with a button press, it means the RIOT 2-button implementation is incomplete. The game does a partial 2-button setup, relying on default RIOT state.&lt;br /&gt;
* Worm! If the game can't be started at all, it means that the RIOT 2-button implementation is incompete. The game does a partial 2-button setup, relying on default RIOT state.&lt;br /&gt;
* Xenophobe. If the bottom row of the titlescreen graphic is the incorrect color, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
* Xenophobe. If all of the main action screen glitches periodically, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
* Ninja Golf. If the player number selection screen has squished graphics (displaying 160A graphics at 160B) then you need to account for non-zero DLL terminators. Maria ignores bits 7 and 5, so your terminator check should be for &amp;quot;!(value &amp;amp; 0x5F)&amp;quot;.&lt;br /&gt;
* Crossbow. If all graphics appear garbled/in wrong mode then you need to account for non-zero DLL terminators. Maria ignores bits 7 and 5, so your terminator check should be for &amp;quot;!(value &amp;amp; 0x5F)&amp;quot;.&lt;br /&gt;
* Planet Smashers. If the background starfield is replaced by glitched graphics, you aren't checking the entire 8000-BFFF range for the bankswitch hotspot. This game uses the BFFF hotspot. &lt;br /&gt;
* Alien Brigade. Corruption in the main screen can be caused by missing or incorrect DMA cycle penalties, whenever lots of objects are displayed in this game. &lt;br /&gt;
* Summer Games. If the Platform Diving event has a flickering line between the stands and pool deck, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
* Ace Of Aces. If the top line of sky bounces around, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
* Karateka. If during the second enemy stage, there is flickering in the bottom right area and/or the power meter, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ROMs That May Be Reported As Bugs, But Aren't==&lt;br /&gt;
* Tower Toppler. If the game keeps skipping levels, this is part of a level-skip feature that's activated by the difficulty switch position.&lt;br /&gt;
* Xenophobe. During the play player one level completion stats the last line of the ship is displayed in 320A instead of 160A like the rest of the ship. The result of this is last line appears as a series of alternating pixels.&lt;br /&gt;
* Commando. If the game doesn't play Pokey music, you have a dump with a bad A78 header.&lt;br /&gt;
* Xevious. If the ship shoots missiles and bombs, even when a 2-button stick is used, it's due to the difficulty switch position. This is a selectable feature.&lt;br /&gt;
* Super Huey UH-IX.  Flickering line at the lower right-side portion of the screen, between outside view and console.  Occurs under original hardware.&lt;br /&gt;
* Water Ski.  A rope 'ghost' line flickers to the left and right of where the actual real rope line is located.  Occurs under original hardware.&lt;br /&gt;
* Sentinel. Background music missing.  Check difficulty switches position.&lt;br /&gt;
* Super Skateboardin'.  Missing background melody.  Toggles via difficulty switches.&lt;br /&gt;
* Ikari Warriors.  No background music.  Music presence set by difficulty switches.&lt;br /&gt;
* Missing In Action.  Keeps rotating through start of level or player invincible.  Invincibility, taking damage, and level select are determined by difficulty switch settings.&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=Common_Emulator_Development_Issues&amp;diff=1087</id>
		<title>Common Emulator Development Issues</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=Common_Emulator_Development_Issues&amp;diff=1087"/>
				<updated>2023-06-02T00:24:40Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: /* ROMs That May Be Reported As Bugs, But Aren't */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==ROMs That Can Cause Issues With Incomplete Emulation==&lt;br /&gt;
&lt;br /&gt;
* Choplifter. If the line between the horizon isn't in the correct place, or moves, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
* Choplifter. If there's a glitch zone high in the sky, it means your TIA address space doesn't emulate a floating bus correctly.&lt;br /&gt;
* One On One. If the player can't advance past the option menu with a button press, it means the RIOT 2-button implementation is incomplete. The game does a partial 2-button setup, relying on default RIOT state.&lt;br /&gt;
* Worm! If the game can't be started at all, it means that the RIOT 2-button implementation is incompete. The game does a partial 2-button setup, relying on default RIOT state.&lt;br /&gt;
* Xenophobe. If the bottom row of the titlescreen graphic is the incorrect color, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
* Xenophobe. If all of the main action screen glitches periodically, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
* Ninja Golf. If the player number selection screen has squished graphics (displaying 160A graphics at 160B) then you need to account for non-zero DLL terminators. Maria ignores bits 7 and 5, so your terminator check should be for &amp;quot;!(value &amp;amp; 0x5F)&amp;quot;.&lt;br /&gt;
* Crossbow. If all graphics appear garbled/in wrong mode then you need to account for non-zero DLL terminators. Maria ignores bits 7 and 5, so your terminator check should be for &amp;quot;!(value &amp;amp; 0x5F)&amp;quot;.&lt;br /&gt;
* Planet Smashers. If the background starfield is replaced by glitched graphics, you aren't checking the entire 8000-BFFF range for the bankswitch hotspot. This game uses the BFFF hotspot. &lt;br /&gt;
* Alien Brigade. Corruption in the main screen can be caused by missing or incorrect DMA cycle penalties, whenever lots of objects are displayed in this game. &lt;br /&gt;
* Summer Games. If the Platform Diving event has a flickering line between the stands and pool deck, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
* Ace Of Aces. If the top line of sky bounces around, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
* Karateka. If during the second enemy stage, there is flickering in the bottom right area and/or the power meter, it means that DMA cycle penalties or timing aren't accurate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ROMs That May Be Reported As Bugs, But Aren't==&lt;br /&gt;
* Tower Toppler. If the game keeps skipping levels, this is part of a level-skip feature that's activated by the difficulty switch position.&lt;br /&gt;
* Xenophobe. During the play player one level completion stats the last line of the ship is displayed in 320A instead of 160A like the rest of the ship. The result of this is last line appears as a series of alternating pixels.&lt;br /&gt;
* Commando. If the game doesn't play Pokey music, you have a dump with a bad A78 header.&lt;br /&gt;
* Xevious. If the ship shoots missiles and bombs, even when a 2-button stick is used, it's due to the difficulty switch position. This is a selectable feature.&lt;br /&gt;
* Super Huey UH-IX.  Flickering line at the lower right-side portion of the screen, between outside view and console.  Occurs under original hardware.&lt;br /&gt;
* Water Ski.  A rope 'ghost' line flickers to the left and right of where the actual real rope line is located.  Occurs under original hardware.&lt;br /&gt;
* Sentinel. Background music missing.  Check difficulty switches position.&lt;br /&gt;
* Super Skateboardin'.  Missing background melody.  Toggles via difficulty switches.&lt;br /&gt;
* Ikari Warriors.  No background music.  Music presence set by difficulty switches.&lt;br /&gt;
* Missing In Action.  Keeps rotating through start of level or player invincible.  Invincibility, taking damage, and level select are impacted, determined by difficulty switch settings.&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=1076</id>
		<title>Trebors 7800 ROM PROPack</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=1076"/>
				<updated>2023-04-23T16:18:26Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trebors ROM pack has pretty much every ROM that runs on the Atari 7800 console. All ROM headers have been confirmed and/or corrected for v3 and v4 header compliance.&lt;br /&gt;
&lt;br /&gt;
[[Media:Trebors 7800 ROM PROPack v5_12.zip]]&lt;br /&gt;
&lt;br /&gt;
The pack contains ROMs collected from public sources. If you believe it contains items for which you own the copyright, and wish to have them removed, please email admin at 7800.8bitdev.org.&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=997</id>
		<title>Trebors 7800 ROM PROPack</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=997"/>
				<updated>2023-01-02T01:56:34Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trebors ROM pack has pretty much every ROM that runs on the Atari 7800 console. All ROM headers have been confirmed and/or corrected.&lt;br /&gt;
&lt;br /&gt;
[[Media:Trebors 7800 ROM PROPack v4_11.zip]]&lt;br /&gt;
&lt;br /&gt;
The pack contains ROMs collected from public sources. If you believe it contains items for which you own the copyright, and wish to have them removed, please email admin at 7800.8bitdev.org.&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=959</id>
		<title>Trebors 7800 ROM PROPack</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=959"/>
				<updated>2022-06-27T16:49:57Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trebors ROM pack has pretty much every ROM that runs on the Atari 7800 console. All ROM headers have been confirmed and/or corrected.&lt;br /&gt;
&lt;br /&gt;
[[Media:Trebors 7800 ROM PROPack v4_10.zip]]&lt;br /&gt;
&lt;br /&gt;
The pack contains ROMs collected from public sources. If you believe it contains items for which you own the copyright, and wish to have them removed, please email admin at 7800.8bitdev.org.&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=A78_Header_Specification&amp;diff=957</id>
		<title>A78 Header Specification</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=A78_Header_Specification&amp;diff=957"/>
				<updated>2022-05-28T02:53:06Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: /* Adding Or Modifying an A78 Header on an Existing ROM */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History and Purpose==&lt;br /&gt;
&lt;br /&gt;
The A78 header was originally created by Dan Boris, in tandem with his A7800 emulator. The header, which is added to the beginning of ROM images, serves to tell the emulator which hardware should be present for the game to run correctly.&lt;br /&gt;
&lt;br /&gt;
The format has since been expanded to incorporate new hardware, and is now being used by multiple emulators and the Concerto 7800 flash cart.&lt;br /&gt;
&lt;br /&gt;
==A78 Header Fields==&lt;br /&gt;
&lt;br /&gt;
 {|  style=&amp;quot;float:left;&amp;quot;&lt;br /&gt;
  |+A78 Header Fields&lt;br /&gt;
 ! 0000 || style=&amp;quot;background-color: #fc8;&amp;quot; | 03 || style=&amp;quot;background-color: #fcf;&amp;quot; | 41 || style=&amp;quot;background-color: #fcf;&amp;quot; | 54 || style=&amp;quot;background-color: #fcf;&amp;quot; | 41 || style=&amp;quot;background-color: #fcf;&amp;quot; | 52 || style=&amp;quot;background-color: #fcf;&amp;quot; | 49 || style=&amp;quot;background-color: #fcf;&amp;quot; | 37 || style=&amp;quot;background-color: #fcf;&amp;quot; | 38 || style=&amp;quot;background-color: #fcf;&amp;quot; | 30 || style=&amp;quot;background-color: #fcf;&amp;quot; | 30 || style=&amp;quot;background-color: #fcf;&amp;quot; | 00 || style=&amp;quot;background-color: #fcf;&amp;quot; | 00 || style=&amp;quot;background-color: #fcf;&amp;quot; | 00 || style=&amp;quot;background-color: #fcf;&amp;quot; | 00 || style=&amp;quot;background-color: #fcf;&amp;quot; | 00 || style=&amp;quot;background-color: #fcf;&amp;quot; | 00 || &amp;lt;tt&amp;gt;.ATARI7800......&amp;lt;/tt&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 ! 0010 || style=&amp;quot;background-color: #fcf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 43 || style=&amp;quot;background-color: #acf;&amp;quot; | 6f || style=&amp;quot;background-color: #acf;&amp;quot; | 6d || style=&amp;quot;background-color: #acf;&amp;quot; | 6d || style=&amp;quot;background-color: #acf;&amp;quot; | 61 || style=&amp;quot;background-color: #acf;&amp;quot; | 6e || style=&amp;quot;background-color: #acf;&amp;quot; | 64 || style=&amp;quot;background-color: #acf;&amp;quot; | 6f || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || &amp;lt;tt&amp;gt;.Commando.......&amp;lt;/tt&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 ! 0020 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || &amp;lt;tt&amp;gt;................&amp;lt;/tt&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 ! 0030 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #faa;&amp;quot; | 00 || style=&amp;quot;background-color: #faa;&amp;quot; | 02 || style=&amp;quot;background-color: #faa;&amp;quot; | 00 || style=&amp;quot;background-color: #faa;&amp;quot; | 00 || style=&amp;quot;background-color: #ffb;&amp;quot; | 00 || style=&amp;quot;background-color: #ffb;&amp;quot; | 03 || style=&amp;quot;background-color: #8fc;&amp;quot; | 01 || style=&amp;quot;background-color: #caa;&amp;quot; | 01 || style=&amp;quot;background-color: #8c8;&amp;quot; | 00 || style=&amp;quot;background-color: #c8c;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #aac;&amp;quot; | 00 || &amp;lt;tt&amp;gt;................&amp;lt;/tt&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 ! 0040 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || &amp;lt;tt&amp;gt;................&amp;lt;/tt&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 ! 0050 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || &amp;lt;tt&amp;gt;................&amp;lt;/tt&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 ! 0060 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #cf8;&amp;quot; | 41 || style=&amp;quot;background-color: #cf8;&amp;quot; | 43 || style=&amp;quot;background-color: #cf8;&amp;quot; | 54 || style=&amp;quot;background-color: #cf8;&amp;quot; | 55 || style=&amp;quot;background-color: #cf8;&amp;quot; | 41 || style=&amp;quot;background-color: #cf8;&amp;quot; | 4c || style=&amp;quot;background-color: #cf8;&amp;quot; | 20 || style=&amp;quot;background-color: #cf8;&amp;quot; | 43 || style=&amp;quot;background-color: #cf8;&amp;quot; | 41 || style=&amp;quot;background-color: #cf8;&amp;quot; | 52 || style=&amp;quot;background-color: #cf8;&amp;quot; | 54 || style=&amp;quot;background-color: #cf8;&amp;quot; | 20 || &amp;lt;tt&amp;gt;....ACTUAL CART &amp;lt;/tt&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 ! 0070 || style=&amp;quot;background-color: #cf8;&amp;quot; | 44 || style=&amp;quot;background-color: #cf8;&amp;quot; | 41 || style=&amp;quot;background-color: #cf8;&amp;quot; | 54 || style=&amp;quot;background-color: #cf8;&amp;quot; | 41 || style=&amp;quot;background-color: #cf8;&amp;quot; | 20 || style=&amp;quot;background-color: #cf8;&amp;quot; | 53 || style=&amp;quot;background-color: #cf8;&amp;quot; | 54 || style=&amp;quot;background-color: #cf8;&amp;quot; | 41 || style=&amp;quot;background-color: #cf8;&amp;quot; | 52 || style=&amp;quot;background-color: #cf8;&amp;quot; | 54 || style=&amp;quot;background-color: #cf8;&amp;quot; | 53 || style=&amp;quot;background-color: #cf8;&amp;quot; | 20 || style=&amp;quot;background-color: #cf8;&amp;quot; | 48 || style=&amp;quot;background-color: #cf8;&amp;quot; | 45 || style=&amp;quot;background-color: #cf8;&amp;quot; | 52 || style=&amp;quot;background-color: #cf8;&amp;quot; | 45 || &amp;lt;tt&amp;gt;DATA STARTS HERE&amp;lt;/tt&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
 {| style=&amp;quot;float:left; margin-left: 30px;&amp;quot;&lt;br /&gt;
 ! color !! purpose !! size !! offset&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;background-color: #fc8;&amp;quot; | &amp;amp;nbsp; || header version || 1 byte || 0 / 0x00&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;background-color: #fcf;&amp;quot; | &amp;amp;nbsp; || ATARI7800 magic-text || 16 bytes || 1 / 0x01&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;background-color: #acf;&amp;quot; | &amp;amp;nbsp; || cart title || 32 bytes || 17 / 0x11&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;background-color: #faa;&amp;quot; | &amp;amp;nbsp; || rom size without header || 4 bytes || 49 / 0x31&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;background-color: #ffb;&amp;quot; | &amp;amp;nbsp; || cart type || 2 bytes || 53 / 0x35&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;background-color: #8fc;&amp;quot; | &amp;amp;nbsp; || controller 1 type || 1 byte || 55 / 0x37&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;background-color: #caa;&amp;quot; | &amp;amp;nbsp; || controller 2 type || 1 byte || 56 / 0x38&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;background-color: #8c8;&amp;quot; | &amp;amp;nbsp; || TV type || 1 byte || 57 / 0x39&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;background-color: #c8c;&amp;quot; | &amp;amp;nbsp; || save device || 1 byte || 58 / 0x3A&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;background-color: #eee;&amp;quot; | &amp;amp;nbsp; || reserved || &amp;amp;nbsp; || &amp;amp;nbsp;&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;background-color: #aac;&amp;quot; | &amp;amp;nbsp; || slot passthrough device || 1 byte || 63 / 0x3F&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;background-color: #cf8;&amp;quot; | &amp;amp;nbsp; || header end magic-text || 28 bytes || 100 / 0x64&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
cart type word details::&lt;br /&gt;
   bit 0     = pokey at $4000&lt;br /&gt;
   bit 1     = supergame bank switched&lt;br /&gt;
   bit 2     = supergame ram at $4000&lt;br /&gt;
   bit 3     = rom at $4000&lt;br /&gt;
   bit 4     = bank 6 at $4000&lt;br /&gt;
   bit 5     = banked ram&lt;br /&gt;
   bit 6     = pokey at $450&lt;br /&gt;
   bit 7     = mirror ram at $4000&lt;br /&gt;
   bit 8     = activision banking&lt;br /&gt;
   bit 9     = absolute banking&lt;br /&gt;
   bit 10    = pokey at $440&lt;br /&gt;
   bit 11    = ym2151 at $460/$461&lt;br /&gt;
   bit 12    = souper&lt;br /&gt;
   bit 13    = banksets&lt;br /&gt;
   bit 14    = halt banked ram&lt;br /&gt;
   bit 15    = pokey@800&lt;br /&gt;
&lt;br /&gt;
controller type byte details:&lt;br /&gt;
   0 = none&lt;br /&gt;
   1 = 7800 joystick&lt;br /&gt;
   2 = lightgun&lt;br /&gt;
   3 = paddle&lt;br /&gt;
   4 = trakball&lt;br /&gt;
   5 = 2600 joystick&lt;br /&gt;
   6 = 2600 driving&lt;br /&gt;
   7 = 2600 keypad&lt;br /&gt;
   8 = ST mouse&lt;br /&gt;
   9 = Amiga mouse&lt;br /&gt;
   10 = AtariVox/SaveKey&lt;br /&gt;
   11 = SNES2Atari&lt;br /&gt;
&lt;br /&gt;
TV type details:&lt;br /&gt;
   bit 0 = 0:NTSC, 1:PAL&lt;br /&gt;
   bit 1 = 0:component, 1:composite&lt;br /&gt;
&lt;br /&gt;
save device details:&lt;br /&gt;
   bit 0    = HSC&lt;br /&gt;
   bit 1    = SaveKey/AtariVox&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
expansion module:&lt;br /&gt;
   bit 0    = XM&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==v3 A78 Header Version Notes==&lt;br /&gt;
&lt;br /&gt;
The current header version stands at 3. There were fields in previous versions that were ambiguously defined, but are now spelled out. To be v3 compliant, a header must:&lt;br /&gt;
&lt;br /&gt;
* Have a zero-terminated Cart Title field. Any post-title padding should be zeros, rather than spaces.&lt;br /&gt;
* All reserved bytes must contain zero.&lt;br /&gt;
&lt;br /&gt;
Previous versions of the header were ambiguous as to the TV Type byte being an index or bitfield. V3 headers define TV type as a bitfield, and have included a bit to indicate whether composite display artifacts are appropriate for the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adding Or Modifying an A78 Header on an Existing ROM==&lt;br /&gt;
&lt;br /&gt;
You can add or update an A78 header with the interactive command-line utility 7800header, which is distributed with [[7800basic]] and the [[7800AsmDevKit]].&lt;br /&gt;
&lt;br /&gt;
The utility displays the current header (or default header if the file is headerless) and you can set/unset hardware features with the displayed commands.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
7800 A78 Header Info&lt;br /&gt;
&lt;br /&gt;
    embedded game name : Commando&lt;br /&gt;
    rom size           : 131072&lt;br /&gt;
    cart format        : Pokey@4000 SuperGame&lt;br /&gt;
    controllers        : 7800joy1 7800joy2&lt;br /&gt;
    save peripheral    : none&lt;br /&gt;
    xm/xboard          : not enabled&lt;br /&gt;
    tv format          : NTSC&lt;br /&gt;
&lt;br /&gt;
Commands: &amp;quot;save&amp;quot;  [name]   Save the A78 file and exit.&lt;br /&gt;
          &amp;quot;strip&amp;quot; [name]   Save a headerless .BIN and exit.&lt;br /&gt;
          &amp;quot;set [option]&amp;quot;   Set one of the options.&lt;br /&gt;
          &amp;quot;unset [option]&amp;quot; Unset one of the options.&lt;br /&gt;
          &amp;quot;name game name&amp;quot; Set the game name in the header.&lt;br /&gt;
          &amp;quot;exit&amp;quot;           Exit the utility. Unsaved changes will be lost.&lt;br /&gt;
&lt;br /&gt;
Options:  rom@4000 bank6@4000 pokey@440 pokey@450 pokey@800 pokey@4000&lt;br /&gt;
   ram@4000 mram@4000 hram@4000 ym2151@460 supergame bankram&lt;br /&gt;
   absolute activision souper bankset tvpal tvntsc composite&lt;br /&gt;
   7800joy1 7800joy2 lightgun1 lightgun2 paddle1 paddle2&lt;br /&gt;
   tball1 tball2 2600joy1 2600joy2 driving1 driving2 keypad1&lt;br /&gt;
   keypad2 stmouse1 stmouse2 amouse1 amouse2 hsc savekey xm&lt;br /&gt;
&amp;gt; exit&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Adding an A78 Header to Source Code==&lt;br /&gt;
&lt;br /&gt;
To add an A78 header to your DASM source code, you can add or include the header at the start of your source, and adjust the fields to encode the hardware your game requires.&lt;br /&gt;
&lt;br /&gt;
For the current a78 assembly-language header, see [https://github.com/7800-devtools/a78_asm_header/blob/main/a78header.asm the a78 header github]&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=A78_Header_Specification&amp;diff=956</id>
		<title>A78 Header Specification</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=A78_Header_Specification&amp;diff=956"/>
				<updated>2022-05-28T02:36:16Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: /* Adding Or Modifying an A78 Header on an Existing ROM */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History and Purpose==&lt;br /&gt;
&lt;br /&gt;
The A78 header was originally created by Dan Boris, in tandem with his A7800 emulator. The header, which is added to the beginning of ROM images, serves to tell the emulator which hardware should be present for the game to run correctly.&lt;br /&gt;
&lt;br /&gt;
The format has since been expanded to incorporate new hardware, and is now being used by multiple emulators and the Concerto 7800 flash cart.&lt;br /&gt;
&lt;br /&gt;
==A78 Header Fields==&lt;br /&gt;
&lt;br /&gt;
 {|  style=&amp;quot;float:left;&amp;quot;&lt;br /&gt;
  |+A78 Header Fields&lt;br /&gt;
 ! 0000 || style=&amp;quot;background-color: #fc8;&amp;quot; | 03 || style=&amp;quot;background-color: #fcf;&amp;quot; | 41 || style=&amp;quot;background-color: #fcf;&amp;quot; | 54 || style=&amp;quot;background-color: #fcf;&amp;quot; | 41 || style=&amp;quot;background-color: #fcf;&amp;quot; | 52 || style=&amp;quot;background-color: #fcf;&amp;quot; | 49 || style=&amp;quot;background-color: #fcf;&amp;quot; | 37 || style=&amp;quot;background-color: #fcf;&amp;quot; | 38 || style=&amp;quot;background-color: #fcf;&amp;quot; | 30 || style=&amp;quot;background-color: #fcf;&amp;quot; | 30 || style=&amp;quot;background-color: #fcf;&amp;quot; | 00 || style=&amp;quot;background-color: #fcf;&amp;quot; | 00 || style=&amp;quot;background-color: #fcf;&amp;quot; | 00 || style=&amp;quot;background-color: #fcf;&amp;quot; | 00 || style=&amp;quot;background-color: #fcf;&amp;quot; | 00 || style=&amp;quot;background-color: #fcf;&amp;quot; | 00 || &amp;lt;tt&amp;gt;.ATARI7800......&amp;lt;/tt&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 ! 0010 || style=&amp;quot;background-color: #fcf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 43 || style=&amp;quot;background-color: #acf;&amp;quot; | 6f || style=&amp;quot;background-color: #acf;&amp;quot; | 6d || style=&amp;quot;background-color: #acf;&amp;quot; | 6d || style=&amp;quot;background-color: #acf;&amp;quot; | 61 || style=&amp;quot;background-color: #acf;&amp;quot; | 6e || style=&amp;quot;background-color: #acf;&amp;quot; | 64 || style=&amp;quot;background-color: #acf;&amp;quot; | 6f || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || &amp;lt;tt&amp;gt;.Commando.......&amp;lt;/tt&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 ! 0020 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || &amp;lt;tt&amp;gt;................&amp;lt;/tt&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 ! 0030 || style=&amp;quot;background-color: #acf;&amp;quot; | 00 || style=&amp;quot;background-color: #faa;&amp;quot; | 00 || style=&amp;quot;background-color: #faa;&amp;quot; | 02 || style=&amp;quot;background-color: #faa;&amp;quot; | 00 || style=&amp;quot;background-color: #faa;&amp;quot; | 00 || style=&amp;quot;background-color: #ffb;&amp;quot; | 00 || style=&amp;quot;background-color: #ffb;&amp;quot; | 03 || style=&amp;quot;background-color: #8fc;&amp;quot; | 01 || style=&amp;quot;background-color: #caa;&amp;quot; | 01 || style=&amp;quot;background-color: #8c8;&amp;quot; | 00 || style=&amp;quot;background-color: #c8c;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #aac;&amp;quot; | 00 || &amp;lt;tt&amp;gt;................&amp;lt;/tt&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 ! 0040 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || &amp;lt;tt&amp;gt;................&amp;lt;/tt&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 ! 0050 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || &amp;lt;tt&amp;gt;................&amp;lt;/tt&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 ! 0060 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #eee;&amp;quot; | 00 || style=&amp;quot;background-color: #cf8;&amp;quot; | 41 || style=&amp;quot;background-color: #cf8;&amp;quot; | 43 || style=&amp;quot;background-color: #cf8;&amp;quot; | 54 || style=&amp;quot;background-color: #cf8;&amp;quot; | 55 || style=&amp;quot;background-color: #cf8;&amp;quot; | 41 || style=&amp;quot;background-color: #cf8;&amp;quot; | 4c || style=&amp;quot;background-color: #cf8;&amp;quot; | 20 || style=&amp;quot;background-color: #cf8;&amp;quot; | 43 || style=&amp;quot;background-color: #cf8;&amp;quot; | 41 || style=&amp;quot;background-color: #cf8;&amp;quot; | 52 || style=&amp;quot;background-color: #cf8;&amp;quot; | 54 || style=&amp;quot;background-color: #cf8;&amp;quot; | 20 || &amp;lt;tt&amp;gt;....ACTUAL CART &amp;lt;/tt&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 ! 0070 || style=&amp;quot;background-color: #cf8;&amp;quot; | 44 || style=&amp;quot;background-color: #cf8;&amp;quot; | 41 || style=&amp;quot;background-color: #cf8;&amp;quot; | 54 || style=&amp;quot;background-color: #cf8;&amp;quot; | 41 || style=&amp;quot;background-color: #cf8;&amp;quot; | 20 || style=&amp;quot;background-color: #cf8;&amp;quot; | 53 || style=&amp;quot;background-color: #cf8;&amp;quot; | 54 || style=&amp;quot;background-color: #cf8;&amp;quot; | 41 || style=&amp;quot;background-color: #cf8;&amp;quot; | 52 || style=&amp;quot;background-color: #cf8;&amp;quot; | 54 || style=&amp;quot;background-color: #cf8;&amp;quot; | 53 || style=&amp;quot;background-color: #cf8;&amp;quot; | 20 || style=&amp;quot;background-color: #cf8;&amp;quot; | 48 || style=&amp;quot;background-color: #cf8;&amp;quot; | 45 || style=&amp;quot;background-color: #cf8;&amp;quot; | 52 || style=&amp;quot;background-color: #cf8;&amp;quot; | 45 || &amp;lt;tt&amp;gt;DATA STARTS HERE&amp;lt;/tt&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
 {| style=&amp;quot;float:left; margin-left: 30px;&amp;quot;&lt;br /&gt;
 ! color !! purpose !! size !! offset&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;background-color: #fc8;&amp;quot; | &amp;amp;nbsp; || header version || 1 byte || 0 / 0x00&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;background-color: #fcf;&amp;quot; | &amp;amp;nbsp; || ATARI7800 magic-text || 16 bytes || 1 / 0x01&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;background-color: #acf;&amp;quot; | &amp;amp;nbsp; || cart title || 32 bytes || 17 / 0x11&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;background-color: #faa;&amp;quot; | &amp;amp;nbsp; || rom size without header || 4 bytes || 49 / 0x31&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;background-color: #ffb;&amp;quot; | &amp;amp;nbsp; || cart type || 2 bytes || 53 / 0x35&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;background-color: #8fc;&amp;quot; | &amp;amp;nbsp; || controller 1 type || 1 byte || 55 / 0x37&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;background-color: #caa;&amp;quot; | &amp;amp;nbsp; || controller 2 type || 1 byte || 56 / 0x38&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;background-color: #8c8;&amp;quot; | &amp;amp;nbsp; || TV type || 1 byte || 57 / 0x39&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;background-color: #c8c;&amp;quot; | &amp;amp;nbsp; || save device || 1 byte || 58 / 0x3A&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;background-color: #eee;&amp;quot; | &amp;amp;nbsp; || reserved || &amp;amp;nbsp; || &amp;amp;nbsp;&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;background-color: #aac;&amp;quot; | &amp;amp;nbsp; || slot passthrough device || 1 byte || 63 / 0x3F&lt;br /&gt;
 |-&lt;br /&gt;
 | style=&amp;quot;background-color: #cf8;&amp;quot; | &amp;amp;nbsp; || header end magic-text || 28 bytes || 100 / 0x64&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
cart type word details::&lt;br /&gt;
   bit 0     = pokey at $4000&lt;br /&gt;
   bit 1     = supergame bank switched&lt;br /&gt;
   bit 2     = supergame ram at $4000&lt;br /&gt;
   bit 3     = rom at $4000&lt;br /&gt;
   bit 4     = bank 6 at $4000&lt;br /&gt;
   bit 5     = banked ram&lt;br /&gt;
   bit 6     = pokey at $450&lt;br /&gt;
   bit 7     = mirror ram at $4000&lt;br /&gt;
   bit 8     = activision banking&lt;br /&gt;
   bit 9     = absolute banking&lt;br /&gt;
   bit 10    = pokey at $440&lt;br /&gt;
   bit 11    = ym2151 at $460/$461&lt;br /&gt;
   bit 12    = souper&lt;br /&gt;
   bit 13    = banksets&lt;br /&gt;
   bit 14    = halt banked ram&lt;br /&gt;
   bit 15    = pokey@800&lt;br /&gt;
&lt;br /&gt;
controller type byte details:&lt;br /&gt;
   0 = none&lt;br /&gt;
   1 = 7800 joystick&lt;br /&gt;
   2 = lightgun&lt;br /&gt;
   3 = paddle&lt;br /&gt;
   4 = trakball&lt;br /&gt;
   5 = 2600 joystick&lt;br /&gt;
   6 = 2600 driving&lt;br /&gt;
   7 = 2600 keypad&lt;br /&gt;
   8 = ST mouse&lt;br /&gt;
   9 = Amiga mouse&lt;br /&gt;
   10 = AtariVox/SaveKey&lt;br /&gt;
   11 = SNES2Atari&lt;br /&gt;
&lt;br /&gt;
TV type details:&lt;br /&gt;
   bit 0 = 0:NTSC, 1:PAL&lt;br /&gt;
   bit 1 = 0:component, 1:composite&lt;br /&gt;
&lt;br /&gt;
save device details:&lt;br /&gt;
   bit 0    = HSC&lt;br /&gt;
   bit 1    = SaveKey/AtariVox&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
expansion module:&lt;br /&gt;
   bit 0    = XM&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==v3 A78 Header Version Notes==&lt;br /&gt;
&lt;br /&gt;
The current header version stands at 3. There were fields in previous versions that were ambiguously defined, but are now spelled out. To be v3 compliant, a header must:&lt;br /&gt;
&lt;br /&gt;
* Have a zero-terminated Cart Title field. Any post-title padding should be zeros, rather than spaces.&lt;br /&gt;
* All reserved bytes must contain zero.&lt;br /&gt;
&lt;br /&gt;
Previous versions of the header were ambiguous as to the TV Type byte being an index or bitfield. V3 headers define TV type as a bitfield, and have included a bit to indicate whether composite display artifacts are appropriate for the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adding Or Modifying an A78 Header on an Existing ROM==&lt;br /&gt;
&lt;br /&gt;
You can add or update an A78 header with the interactive command-line utility 7800header, which is distributed with [[7800basic]] and the [[7800AsmDevKit]].&lt;br /&gt;
&lt;br /&gt;
The utility displays the current header (or default header if the file is headerless) and you can set/unset hardware features with the displayed commands.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    embedded game name : Commando&lt;br /&gt;
    rom size           : 131072&lt;br /&gt;
    cart format        : Pokey@4000 SuperGame&lt;br /&gt;
    controllers        : 7800joy1 7800joy2&lt;br /&gt;
    save peripheral    : none&lt;br /&gt;
    xm/xboard          : not enabled&lt;br /&gt;
    tv format          : NTSC&lt;br /&gt;
&lt;br /&gt;
Commands: &amp;quot;save&amp;quot;  [name]   Save the A78 file and exit.&lt;br /&gt;
          &amp;quot;strip&amp;quot; [name]   Save a headerless .BIN and exit.&lt;br /&gt;
          &amp;quot;set [option]&amp;quot;   Set one of the options.&lt;br /&gt;
          &amp;quot;unset [option]&amp;quot; Unset one of the options.&lt;br /&gt;
          &amp;quot;name game name&amp;quot; Set the game name in the header.&lt;br /&gt;
          &amp;quot;exit&amp;quot;           Exit the utility. Unsaved changes will be lost.&lt;br /&gt;
&lt;br /&gt;
Options:  rom@4000 bank6@4000 pokey@440 pokey@450 pokey@800 pokey@4000&lt;br /&gt;
   ram@4000 mram@4000 hram@4000 ym2151@460 supergame bankram&lt;br /&gt;
   absolute activision souper bankset tvpal tvntsc composite&lt;br /&gt;
   7800joy1 7800joy2 lightgun1 lightgun2 paddle1 paddle2&lt;br /&gt;
   tball1 tball2 2600joy1 2600joy2 driving1 driving2 keypad1&lt;br /&gt;
   keypad2 stmouse1 stmouse2 amouse1 amouse2 hsc savekey xm&lt;br /&gt;
&amp;gt; exit&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Adding an A78 Header to Source Code==&lt;br /&gt;
&lt;br /&gt;
To add an A78 header to your DASM source code, you can add or include the header at the start of your source, and adjust the fields to encode the hardware your game requires.&lt;br /&gt;
&lt;br /&gt;
For the current a78 assembly-language header, see [https://github.com/7800-devtools/a78_asm_header/blob/main/a78header.asm the a78 header github]&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=919</id>
		<title>Trebors 7800 ROM PROPack</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=919"/>
				<updated>2022-03-19T13:07:53Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trebors ROM pack has pretty much every ROM that runs on the Atari 7800 console. All ROM headers have been confirmed and/or corrected.&lt;br /&gt;
&lt;br /&gt;
[[Media:Trebors 7800 ROM PROPack v4_9.zip]]&lt;br /&gt;
&lt;br /&gt;
The pack contains ROMs collected from public sources. If you believe it contains items for which you own the copyright, and wish to have them removed, please email admin at 7800.8bitdev.org.&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=918</id>
		<title>Trebors 7800 ROM PROPack</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=918"/>
				<updated>2022-03-19T13:07:24Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trebors ROM pack has pretty much every ROM that runs on the Atari 7800 console. All ROM headers have been confirmed and/or corrected.&lt;br /&gt;
&lt;br /&gt;
[[Trebors 7800 ROM PROPack v4_9.zip]]&lt;br /&gt;
&lt;br /&gt;
The pack contains ROMs collected from public sources. If you believe it contains items for which you own the copyright, and wish to have them removed, please email admin at 7800.8bitdev.org.&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=917</id>
		<title>Trebors 7800 ROM PROPack</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=917"/>
				<updated>2022-03-19T13:06:17Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trebors ROM pack has pretty much every ROM that runs on the Atari 7800 console. All ROM headers have been confirmed and/or corrected.&lt;br /&gt;
&lt;br /&gt;
[[Media:Trebors 7800 ROM PROPack v4_9.zip]]&lt;br /&gt;
&lt;br /&gt;
The pack contains ROMs collected from public sources. If you believe it contains items for which you own the copyright, and wish to have them removed, please email admin at 7800.8bitdev.org.&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=866</id>
		<title>Trebors 7800 ROM PROPack</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=866"/>
				<updated>2021-04-04T02:08:31Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trebors ROM pack has pretty much every ROM that runs on the Atari 7800 console. All ROM headers have been confirmed and/or corrected.&lt;br /&gt;
&lt;br /&gt;
[[Media:Trebors 7800 ROM PROPack v3_8.zip]]&lt;br /&gt;
&lt;br /&gt;
The pack contains ROMs collected from public sources. If you believe it contains items for which you own the copyright, and wish to have them removed, please email admin at 7800.8bitdev.org.&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=825</id>
		<title>Trebors 7800 ROM PROPack</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=825"/>
				<updated>2021-01-01T23:21:52Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trebors ROM pack has pretty much every ROM that runs on the Atari 7800 console. All ROM headers have been confirmed and/or corrected.&lt;br /&gt;
&lt;br /&gt;
[[Media:Trebors 7800 ROM PROPack v3_7.zip]]&lt;br /&gt;
&lt;br /&gt;
The pack contains ROMs collected from public sources. If you believe it contains items for which you own the copyright, and wish to have them removed, please email admin at 7800.8bitdev.org.&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=775</id>
		<title>Trebors 7800 ROM PROPack</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=775"/>
				<updated>2020-06-04T02:21:28Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trebors ROM pack has pretty much every ROM that runs on the Atari 7800 console. All ROM headers have been confirmed and/or corrected.&lt;br /&gt;
&lt;br /&gt;
[[Media:Trebors 7800 ROM PROPack v3_6.zip]]&lt;br /&gt;
&lt;br /&gt;
The pack contains ROMs collected from public sources. If you believe it contains items for which you own the copyright, and wish to have them removed, please email admin at 7800.8bitdev.org.&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=612</id>
		<title>Trebors 7800 ROM PROPack</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=612"/>
				<updated>2019-09-01T10:41:01Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trebors ROM pack has pretty much every ROM that runs on the Atari 7800 console. All ROM headers have been confirmed and/or corrected.&lt;br /&gt;
&lt;br /&gt;
[[Media:Trebors 7800 ROM PROPack v3_5.zip]]&lt;br /&gt;
&lt;br /&gt;
The pack contains ROMs collected from public sources. If you believe it contains items for which you own the copyright, and wish to have them removed, please email admin at 7800.8bitdev.org.&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=610</id>
		<title>Trebors 7800 ROM PROPack</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=610"/>
				<updated>2019-09-01T09:52:57Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: Update PROPack to v3.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trebors ROM pack has pretty much every ROM that runs on the Atari 7800 console. All ROM headers have been confirmed and/or corrected.&lt;br /&gt;
&lt;br /&gt;
[[Media:Trebors 7800 ROM PROPack v3_0.zip]]&lt;br /&gt;
&lt;br /&gt;
The pack contains ROMs collected from public sources. If you believe it contains items for which you own the copyright, and wish to have them removed, please email admin at 7800.8bitdev.org.&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=580</id>
		<title>Trebors 7800 ROM PROPack</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=580"/>
				<updated>2018-12-30T10:49:40Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trebors ROM pack has pretty much every ROM that runs on the Atari 7800 console. All ROM headers have been confirmed and/or corrected.&lt;br /&gt;
&lt;br /&gt;
[[Media:Trebors 7800 ROM PROPack v2_4.zip]]&lt;br /&gt;
&lt;br /&gt;
The pack contains ROMs collected from public sources. If you believe it contains items for which you own the copyright, and wish to have them removed, please email admin at 7800.8bitdev.org.&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=File:A7800.188-03.Win.zip&amp;diff=546</id>
		<title>File:A7800.188-03.Win.zip</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=File:A7800.188-03.Win.zip&amp;diff=546"/>
				<updated>2018-07-28T14:19:30Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=File:A7800.188-03.Src.zip&amp;diff=544</id>
		<title>File:A7800.188-03.Src.zip</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=File:A7800.188-03.Src.zip&amp;diff=544"/>
				<updated>2018-07-21T00:24:03Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: Trebor uploaded a new version of File:A7800.188-03.Src.zip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=File:A7800.188-03.Src.zip&amp;diff=541</id>
		<title>File:A7800.188-03.Src.zip</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=File:A7800.188-03.Src.zip&amp;diff=541"/>
				<updated>2018-07-20T11:16:21Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=540</id>
		<title>Trebors 7800 ROM PROPack</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=540"/>
				<updated>2018-07-01T01:06:41Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trebors ROM pack has pretty much every ROM that runs on the Atari 7800 console. All ROM headers have been confirmed and/or corrected.&lt;br /&gt;
&lt;br /&gt;
[[Media:Trebors 7800 ROM PROPack v2_3.zip]]&lt;br /&gt;
&lt;br /&gt;
The pack contains ROMs collected from public sources. If you believe it contains items for which you own the copyright, and wish to have them removed, please email admin at 7800.8bitdev.org.&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=534</id>
		<title>Trebors 7800 ROM PROPack</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=534"/>
				<updated>2017-12-03T23:18:26Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: Updated to v2.2 of Trebors ProPack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trebors ROM pack has pretty much every ROM that runs on the Atari 7800 console. All ROM headers have been confirmed and/or corrected.&lt;br /&gt;
&lt;br /&gt;
[[Media:Trebors 7800 ROM PROPack v2_2.zip]]&lt;br /&gt;
&lt;br /&gt;
The pack contains ROMs collected from public sources. If you believe it contains items for which you own the copyright, and wish to have them removed, please email admin at 7800.8bitdev.org.&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=File:Mame0188s_atariupd.zip&amp;diff=479</id>
		<title>File:Mame0188s atariupd.zip</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=File:Mame0188s_atariupd.zip&amp;diff=479"/>
				<updated>2017-07-31T21:13:09Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: Complete modified MAME 0.188 source. 

Updates to original source includes: 
-Slotted controller support: Lightgun, Paddles, Driving Controller, Keypad, Trak-Ball, Amiga Mouse, ST Mouse, VCS Joystick, and Proline Joystick.
-RIOT fix.
-Tweaked MARIA tim...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Complete modified MAME 0.188 source. &lt;br /&gt;
&lt;br /&gt;
Updates to original source includes: &lt;br /&gt;
-Slotted controller support: Lightgun, Paddles, Driving Controller, Keypad, Trak-Ball, Amiga Mouse, ST Mouse, VCS Joystick, and Proline Joystick.&lt;br /&gt;
-RIOT fix.&lt;br /&gt;
-Tweaked MARIA timings.&lt;br /&gt;
-Better saturated/normalized 'factory set' default palette colors.&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=461</id>
		<title>Trebors 7800 ROM PROPack</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=461"/>
				<updated>2017-07-08T13:45:54Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: Updated from v1.0 to v2.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trebors ROM pack has pretty much every ROM that runs on the Atari 7800 console. All ROM headers have been confirmed and/or corrected.&lt;br /&gt;
&lt;br /&gt;
[[Media:Trebors 7800 ROM PROPack v2_1.zip]]&lt;br /&gt;
&lt;br /&gt;
The pack contains ROMs collected from public sources. If you believe it contains items for which you own the copyright, and wish to have them removed, please email admin at 7800.8bitdev.org.&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	<entry>
		<id>https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=283</id>
		<title>Trebors 7800 ROM PROPack</title>
		<link rel="alternate" type="text/html" href="https://7800.8bitdev.org/index.php?title=Trebors_7800_ROM_PROPack&amp;diff=283"/>
				<updated>2017-01-01T19:59:03Z</updated>
		
		<summary type="html">&lt;p&gt;Trebor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trebors ROM pack has pretty much every ROM that runs on the Atari 7800 console. All ROM headers have been confirmed and/or corrected.&lt;br /&gt;
&lt;br /&gt;
[[Media:Trebors 7800 ROM PROPack v1_0.zip]]&lt;br /&gt;
&lt;br /&gt;
The pack contains ROMs collected from public sources. If you believe it contains items for which you own the copyright, and wish to have them removed, please email admin at 7800.8bitdev.org.&lt;/div&gt;</summary>
		<author><name>Trebor</name></author>	</entry>

	</feed>