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EricBall's Tech Projects



status updates

Posted by , 23 September 2005 · 103 views

Made some minor revisions to my tracker code and posted it to [stella]; no feedback yet (whine). One thing I'm not happy with is the byte to note ratio being 2+. This chews up ROM space much faster than I imagined. Certainly with a lot of repeated sequences, the total bytes per song will come down, but even my demo takes 168 bytes. Which kinda puts...


VCS music tracker!

Posted by , 14 September 2005 · 53 views

Ta-da! This is something I've been wanting to do for a long while - a VCS music tracker format. Forgive the tacky Fuji logo, it's the first VCS program I did years ago. I re-used it so I didn't have to spend too much time putting together something which would generate a stable screen.Format details:Two layer list format: top layer is a a...


Leprechaun enemy AI

Posted by , 04 September 2005 · 74 views

Following on with my idea to re-use the player movement logic with the enemy "AI", I've been doing some thinking. Basically, the enemies will have two modes: chase & hunt (each enemy working independently). In chase mode the enemies move in the direction of the player, i.e their virtual joystick is pointed towards the player. However,...


player movement continued

Posted by , 30 August 2005 · 54 views

I've been working on & off changing my if logic into 6502 ASM. Most of it is straight-forward CMP / BNE stuff. Not very complex, but a big whack of code. There is some optimization (folding & combining endpoints), but nothing major. I've pushed a couple of things down into the GRID subroutines, but I'm really starting to worry about...


Leprechaun, player movement progress

Posted by , 24 August 2005 · 52 views

A good example of top down design and bottom up programming. The spreadsheet method made designing the player movement truth table much easier than trying to figure out the if cases from scratch. From that I could then do a pseudo code version of the if statement logic (see 20050823.txt). Since it was in a spreadsheet I could do different sorts to see...


Leprechaun, player movement musings

Posted by , 19 August 2005 · 73 views

So, I've reviewed the source code and re-aquainted myself with it. Since the kernel and the sort routines are working, my next focus is on player movement. From a code perspective this will turn into a bunch of IF statements, but first I need to come up with the truth table to ensure no conditions get missed. I'm doing this in a spreadsheet. ...


Leprechaun 2004-04-27 edition

Posted by , 17 August 2005 · 61 views

Features:- 6K SC binary w/ header (8448 bytes total)- performs both bankswitching and SC RAM writes- tested on an actual 2600+SC (back in 2004) (although I now have a 7800+CC2 as well)- functional kernel w/ sprite repositioning- semi-intelligent flicker / partial sort routineLEPRCHN.ASM : wrapper- includes, equates, ZP variables, SC headerLEPBANK1.ASM :...


Leprechaun, dusting off the files

Posted by , 16 August 2005 · 51 views

I think I've found the most recent source code. I need to do some re-assemblies and diffs to make sure I know which is what. Then comes the big challenge, making head & tails out of the code.


BeOS 5 Personal Edition

Posted by , 15 August 2005 · 60 views

A recent ArsTechnica entry about Zeta brought back memories of BeOS, and my mostly failed attempts to get it running on the hardware I had access to. Hey! I've got a "new" PC, might it be compatible? Most assuraddly so. Cool. Of course, it's the one hooked up to my Tempest cabinet, so the monitor is rotated, which makes it a...


Tempest & Leprechaun

Posted by , 15 August 2005 · 48 views

I'm getting ever closer to completion of my Tempest cabinet. The rear door has been completed (although I might sand down the length, it's a might bit tight). I've been working on getting Atomic FE set up. I think the next step is getting the software on the PC and the game-specific configs done. I've soldered some speaker wire to the...






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