Supercharger development files

Dev Overview
Dasm Assembler
Distella Disassembler
Makewav
Cheetah
Hardware Hack
Cutbin .bin fixer
Tape Format
WPlayBin
Solaris Source
Makebin v1.0

Supercharger Tape Format Specification

Tone Specifications:

The Supercharger uses 2 distinct frequencies to store its data: A low frequency for a 1 bit and a high frequency for a 0 bit. To clarify this, let me state that the wavelength of the 0 bit is shorter than that of a 1 bit. The specific frequencies of the tones are not important as long as they are distinct enough to be distinguished by the Supercharger. To the Supercharger, each sinewave is a data bit. In the remaining text, I will refer to the tones as simply "zero bit" and "one bit" and any "bytes" mentioned represent the 8 bits or tones that correspond to the byte's value. Now getting on with the actual format of the tape:

Tape Format:

Section: Header Tone

Contents: Series of alternating 1 bits and 0 bits. The end of the header tone is marked by two 0 bits. The header tone should last for a minimum of about 1 second. Example: 1010101010....10100

Section: Data Header

Contents: byte # Description ------ ----------- 1 Start Address Lo-Byte 2 Start Address Hi-Byte 3 Control Byte This is the control byte, it determines the bankswitching mode of the SC. Bits Function ------ -------- D7-D5 Write Pulse Delay (Set to 0) D4-D2 RAM/ROM Configuration Value $f000 $f800 ----- ----- ----- 000 3 ROM 001 1 ROM 010 3 1 011 1 3 100 3 ROM 101 2 ROM 110 3 2 111 2 3 4 # of pages to load (1 page = 256 bytes) 5 Data Header Checksum The 8 bytes in the Data Header must add up to #$55 (hex). 6 Multi-load byte Zero for single-load games. For Multi-Load games you need to know what value the game is looking for. For Supercharger 8448 byte files this value is contained in the file. 7 Lo-byte Bar Speed byte This is the lo-byte of the speed at which the bars move across the screen upon loading the game. Supercharger Fastload uses #$42. 8 Hi-byte Bar Speed byte This is the hi-byte of the speed at which the bars move across the screen upon loading the game. Supercharger Fastload uses #$02.

Section: Page Header

Contents: byte # Description ------ ----------- 1 Bank Byte - Tells Supercharger where to load the current page (256 bytes) into. This is determined as follows: Bank Byte Bits: 7 6 5 4 3 2 1 0 \_______/ \/ Page # Bank # For example, a page loaded into bank 3, page 4 would have a page # of 000100 and a bank # of 11, combining these together you get 00010010 for a Bank Byte of #$13. The simple formula to calculate the Bank Byte is: (Page # * 4) + Bank # 2 Page Checksum - This byte is equal to: #$55 - (sum of all 256 bytes in page)

Section: Data Page

Contents: 256 bytes of data . . . The Page Header and Data Page sections are repeated for each page in the file to be loaded.

Section: Footer Tone

Contents: Series of alternating 1 bits and 0 bits. The footer tone should be about 1 second long. Example: 1010101010....10100

Please visit the homepage of Bridgestone they hold the rights to the Supercharger games.
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