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SpiceWare's Blog



It's full of stars!

Posted by SpiceWare, in Draconian 23 August 2014 · 137 views

Received a question via Messager that I'm going to reply to here as I'm sure others are wondering as well:
 
 
 
I've seen posts by you in the batari Basic forum , so first thing to note is that none of my games were written using batari Basic1 . Collect , Medieval Mayhem , and Stay Frosty (the original game which is in Stella's Stockin...


117 Channels

Posted by SpiceWare, in DVR Project 18 August 2014 · 90 views


 
Escape and Grit are now broadcasting.

 



Escape & Grit

Posted by SpiceWare, in DVR Project 11 August 2014 · 114 views

A couple new channels are launching next week in about 35 markets.  
 


In Houston Escape will be found on 45.3 and Grit on 67.3. Both are new sub-channels, so I'll need to rescan to pick them up - will have to do that later as the mini is recording a show right now.


July Savings, larger drives

Posted by SpiceWare, in DVR Project 07 August 2014 · 142 views

No content purchases for July, though I did send PBS $60 (I've been watching a lot of their shows again) so I have $91 in savings for the month.  Cummulative Savings is now at $2308 while the balance to pay off the hardware is down to $776.
 
Now that I'm adding Blu-ray content  my Drobo is starting to fill up.

 
That might be of con...


NFL Sunday Ticket without satellite

Posted by SpiceWare, in DVR Project 16 July 2014 · 204 views

If true, this might help some people sitting on the fence decide to cut the cord.
 


step 14 - add animation

Posted by SpiceWare, in Collect 14 July 2014 · 188 views

Static images that just slide around the screen work OK, but we can do better - so for this update we'll add a couple new images so we can animate the players as they run around the arena.

 
While you can have as many frames of animation as you'd like, the code is most efficient if the number of frames is a power of 2 (2, 4, 8, 16, etc). The code t...


step 13 - add sound effects

Posted by SpiceWare, in Collect 13 July 2014 · 168 views

A quiet game is playable, but it's more fun with sound. TIA produces 2 channel sound. The channels are known as channel 0 and channel 1. There are 3 registers for each channel to control the sound produced:
AUDC0, AUDC1 - Control of the channel, specifies the type of sound to generate. Values range from 0 to 15, though some values produce the same type of...


step 12 - add the missile objects

Posted by SpiceWare, in Collect 12 July 2014 · 163 views

The 2LK has been revised to display both missile objects.  Missile objects do not support Vertical Delay, so there's no need to prime ENAM0 or ENAM1.
ArenaLoop: ; 17 - (currently 17 from bpl ArenaLoop) ; continuation of line 2 of the 2LK ; this precalculates data that's used on line 1 of the 2LK tya ; 2...


step 11 - add the ball object

Posted by SpiceWare, in Collect 11 July 2014 · 143 views

The 2LK has been revised to display the ball object. Like player0, the ball needs to be primed before the ArenaLoop begins:
   ; prime ENABL so ball can appear on topmost scanline of Arena        ldx #1              ; 2  2 - D1=0, so ball will be off         l...


step 10 - "Random Numbers"

Posted by SpiceWare, in Collect 10 July 2014 · 180 views

And yes, those are air quotes   ;)
 
Inside the Atari (and computers in general), there's no such thing as a Random Number.  We can, however, simulate random numbers by using a Linear Feedback Shift Register .  The LFSR we're going to use was posted by batari , it's a rather slick bit of code in that it can be either an 8-bit or 1...






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