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Posted by SpiceWare, in DVR Project 18 August 2014 · 71 views

Escape and Grit are now broadcasting.


Escape & Grit

Posted by SpiceWare, in DVR Project 11 August 2014 · 97 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 · 135 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 · 195 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 · 180 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 · 164 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 · 154 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 · 140 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 · 173 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...

step 9 - Game Variations

Posted by SpiceWare, in Collect 09 July 2014 · 230 views

It's common for Atari games to have a number of game variations.  To simplify the logic, the variations are usually driven by individual bits and/or groups of bits within a single byte that holds the game variation. A good example of that would be Space Invaders - check out the game matrix from the manual:

A byte is comprised of 8 bits, usu...

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