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SpiceWare's Blog



The Story of Stay Frosty 2, Part 11

Posted by SpiceWare, in Stay Frosty 2 31 January 2015 · 61 views

Next I worked on tracking down sources of static in the music. To help with that, I created a bunch of constants that were defined as AUDV0 or RAM. I then changed all the STA AUDV0 commands to STA M3VOS , STA M3VVB and STA M3VK in order to use those constants. By selectively defining those constants as AUDV0 or RAM I was able to track down sources of s...


The Story of Stay Frosty 2, Part 10

Posted by SpiceWare, in Stay Frosty 2 25 January 2015 · 140 views

In the prior build I had a few constants defined for allocating storage:
MAX_IP_WIDTH = 15
MAX_ELEVATORS_PER_LEVEL = 3
MAX_OBJECTS_PER_LEVEL = 6
MAX_LEVEL_CONTROL_DATA = 10
MAX_IP_WIDTH is the maximum width in bytes for Ice and Platform data. 5 bytes is needed for the width of a full screen, so a max width of 15 allows for levels that are 3 times wider t...


The Story of Stay Frosty 2, Part 9

Posted by SpiceWare, in Stay Frosty 2 24 January 2015 · 113 views

Made revisions to the double jump logic. Added level-specific routines such as the ability to move platforms. Started building PAL ROMs. After posting another test build, Nathan came up with some more ideas:
which established additional elements of the game such as the presents to collect for bonus points and characters to rescue.

ROM space was already b...


118 Channels

Posted by SpiceWare, in DVR Project 21 January 2015 · 72 views

Time for another rescan.


The Justice Network just went live.



The Story of Stay Frosty 2, Part 8

Posted by SpiceWare, in Stay Frosty 2 18 January 2015 · 669 views

Next were some discussions about the music. At this time batari was planning to write the music driver so I provided him with information on the 3 function stubs in place:
MusicInitLevel() is passed the level(0-31) that's about to start. I currently AND the level with 31 when I pass it so that replays of the first level will send 0 instead of 32. This c...


The Story of Stay Frosty 2, Part 7

Posted by SpiceWare, in Stay Frosty 2 17 January 2015 · 573 views

Now that the ARM/6507 interchange of information was worked out, it was time to start in on the building blocks for the game itself. First up was support for actual levels, as opposed to the hardcoded test screen.

In Stay Frosty while PF0, PF1 and PF2 were used to draw the horizon, PF0 was not used anywhere else. It looks like it's used for the lowest l...


Freed up a lot of space on the Drobo

Posted by SpiceWare, in DVR Project 14 January 2015 · 546 views

When I started Adding Blu-ray content , my process was:
use my late 2008 MacBook Pro to convert the Blu-ray to an MKV file
transfer the MKV over to my 2012 Mac mini, because it was 3x faster than the MBP
convert the MKV to an M4V file (H.264) via Handbrake

After that, I left the MKV files on the Drobo.  In part because I had the space, and in par...


The Story of Stay Frosty 2, Part 6

Posted by SpiceWare, in Stay Frosty 2 11 January 2015 · 589 views

The ARM in the Harmony/Melody can only interact with the Atari thru the 4K cartridge port. As such, it does not have access to TIA, RIOT, etc. The upshot of this is the ARM chip has no way to know if you hit GAME SELECT, moved the joystick left, and so on. The other thing is since the 6507 generates the display by updating TIA, the ARM chip doesn't know i...


The Story of Stay Frosty 2, Part 5

Posted by SpiceWare, in Stay Frosty 2 06 January 2015 · 597 views

Next I started to work out how to update AUDV0, for the 3 voice music, once per scanline while the ARM code was running. batari suggested just running short routines in ARM that would take less than a scanline each. I thought that would be overly complicated, so thought I might be able to pre-fetch the AUDV0 values, stash them in ZP (Zero Page) RAM, then...


The Story of Stay Frosty 2, Part 4

Posted by SpiceWare, in Stay Frosty 2 03 January 2015 · 591 views

I next started to work on the snowball and melt trail routines. Right away I ran into another crash situation on real hardware but, unlike before, it wasn't related to having an LDA #xx command immediately after a branch. batari worked on the problem and discovered a bug in the DPC+ driver. While fixing that, he also figured out a way to make it so that...






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