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Working on my homebrew Atari 2600 game is forcing me to think again in analog. It's important as a developer to always go back to the roots of any technology or you might lose a sense of historical context and progression.
Welcome to the Atari 2600 homebrew programmer club. I admit, there's nothing quite as raw and low level as the VCS programming - assuming you are programming in straight ASM.
For reference, Skeleton was programming using little more than DASM, Notepad and Z26.
And it's not so much analog; you're not having to worry about slew and ring. But cycle counting is paramount on the 2600: 76 cycles per line.
Thank you, yes, I'm writing my game in ASM, I'm currently using DASM, Visual Studio Code and Stella.
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