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  2. Ya that was an insight that simplified my coding of Forth conditionals. ( = < > 0= etc.) Since CLR and SETO don't play with status you can compare a register, then clear it or set it to -1 as a default result. Then you can change the register based on the previous comparison instruction. It's almost like the 9900 designers knew how to write an instruction set. Something like: ( Apology in advance. I don't use normal Assemblers often) ZEROEQ CI R4,0 * 0= compare top of stack cache to zero CLR R4 JNE $1 SETO R4 $1 NEXT * return to Forth However even though it's only four instructions you can see why a native code compiler would be more efficient on 9900. In MACHFORTH or ASMForth this is only two instructions, compare to zero and the jump.
  3. It may make sense anyway, since the JEQ will test the last thing that happened in the subroutine. As stated before, CLR doesn't change any status bits since the result is obvious anyway.
  4. Two NTSC games arrived🤗 Bought them in Germany, so price plus shipping was about 25% of an import😊 Chopper Command not only has got different colors (more like brown than ocher) but plays faster and so it is the far better game. The PAL chopper steers so sluggish I never liked the game... now I love it🤙
  5. I may have misspoken. Let me check what is in the “bas-interface.bas” file. It may not work at the top, if it includes code modules (I can’t remember right now). If you do not mind sharing your code, I could try to troubleshoot it. I’m rather handy with the assembler and debugger … Maybe just the generated listing file from the assembler, or the song data itself. I would understand if you rather not, but in that case it would be harder for me to know what is going on. dZ.
  6. Hi folks. I just got a CX-77 Touch Tablet in the mail and I started using it with my 800 and ... weird behavior! Maybe you all can figure this one out ... IT WORKS FINE IN ATARI ARTIST. This may be the weirdest thing of all, because ... * In RAMBrandt and Pixel Artist Deluxe the large left and right buttons move the cursor left/right, the pen button moves the cursor up, using the pen on the tablet does nothing * In Blazing Paddles, moving the pen on the tablet left/right works fine, but up and down are reversed. The big left button acts as select; the button on the pen does nothing What would cause it to work in AtariArtist but NOT the other apps? Thank you!
  7. Thanks for the quick reply. Unfortunately, the result is the same. The note that I hear is indeed the very first note in the song. Strangely, if I include the bas-interface.bas At the very beginning of my program (after constants.bas), the game does not run at all. Only if I include it directly before the song data, or before the "ASM ORG $C040", then the game runs (with the afforementioned bug)
  8. Okay. Maybe not have a cart that requires a certain way to play the games. But if the games were able to work via an analog stick, then that's good. Therefore, as I mentioned before, if Blaze had a controller/handheld with a D-pad & a stick, you could play the games with either one. For instance, if a new handheld came out from them that had both a D-pad and an analog stick, then it gives you 2 ways to play games. There are many handhelds with analog sticks & a D-pad. All I'm saying is, why can't Blaze do the same? Perhaps they don't want to or it's not something that interests them right now.
  9. Wondering this myself. HOM3 doesn't seem to like running under Wine, it freezes when loading the rom.
  10. One of my CIB games arrived, here's a photo. The photo is actually from the auction as sadly the seller made a mistake and sent me the wrong copy. Doh! I received a boxed cart with the label missing and no manual, however he is correcting this by sending me another cart with label and the manual. To be fair the box looks in slightly better condition, so this will be an all round win, especially when you consider the following... What I did receive in the box was a nice little leaflet about other M Network games and a free decal offer! Ooh! SEND IT NOW! I hope it's a full woodgrain decal skin for my 2600 Plus! Joking aside I really enjoy these little extras that I actually would not have cared for one bit back in the day, now they are very cool to own. EDIT: Looking at those M Network games I don't recognise Sea Battle, was it ever released? Maybe not, or perhaps under a different name? Perhaps on other consoles? Is there a prototype out there for download? I will look into this. EDIT EDIT: An answer! Atari 2600 VCS Sea Battle : scans, dump, download, screenshots, ads, videos, catalog, instructions, roms (atarimania.com) I will try it out, I love collecting for the 2600, stuff like this, these rabbit holes. Such fun.
  11. Just announced! Thalamus Collection...not too familiar with this publisher.
  12. In PicoFrogger once you lose all your lives the only way out of the game is to turn the console off and then back on. I also noticed that in the main menu for the Pico 8 section there is no selection to get back to the Legends Deluxe menu. You have to select Nexus and from there The Legends Deluxe. Just my two cents worth.
  13. Are there SCSI terminators in use and are they OK ? (I had behaviour like this on a PC decades ago)
  14. Today
  15. PlusCart API of the PlusStore is down for a few hours now. I am troubleshooting.
  16. The parts get quite a lot cheaper in volume at DigiKey so if anyone is able to make 50+ and ship them that’d be best! I don’t want to get into shipping more than 5-10 I’m afraid. I was wondering about the Abbic shop… Did you import the version with larger drill that allows for super cheap pcbs? Actually that is only a problem with low quantity, at 100+ small drills are ok.
  17. Do I understand that correctly? 64 banks (PORTB bits: 1,2,3,5,6,7) * 64 pages lda hibits asl @ asl @ tax lda lobits sta d301,x means... 64 MB RAM?
  18. No worries. Glad you enjoyed Dungeon. Try to run or cast against the Black Knight and you'll see why I consider him to be a boss battle.
  19. Thanks @rra I can see looking at the build that those use the "older" pico8 emulator. At some point a standalone emulator "fake08" was added which is compatible with a lot more games. A workaround that will most likely work is to change those games and their artwork to the fake08 emulator. @timdu To do that just change the extension from .p8 to .f8 on the rom file and the artwork files (three total) and ALSO you must edit the all-games.ini to change the rom entry for each game changed. I can't remember why I didn't just change everything over, but maybe a "not broken don't fix it" approach.
  20. Hello, I have a technical question: How come sprites are not blinking in this game. There are way more sprites than usual in the same horizontal line and yet no blinking. I'm referring to the first video in the thread. Is this running on a standard Coleco? And if so how is the non-blinking possible? Thanks!
  21. There is one more thing to try: See if your program is blowing out of the available address space in its current segment. It may be the case that your song data is being allocated outside the address space that is visible to the CPU, and thus fails to read data correctly. If that were the case, you can add something like the following right before all your program data, which typically lies at the end of the program (i.e., outside the program execution flow). ASM ORG $C040 Let me know if this helps or not. -dZ.
  22. I saw gameplay of this game on YouTube. Reading that it was programmer Scott Smith’s first or early 2600 game had me interested in reverse engineering it. Is there an official PAL50 release of this game? I haven’t been able to find one. It was done in 1984 so I guess it’s possible one doesn’t exist.
  23. I don't think there is a "simple" way to do this without soldering and risk damaging the flex circuit if you're talking replacing the actual cord on the INTV II controller.. I assume that because the sears is straight and the 2609 is an attached controller. It can be done but not without surgery.
  24. There are also background applications, like TD Line, which run on interrupts. So e.g. under SDX this loads into the ext RAM (normal PORTB expansion, RAMBO or Compy). So, the "system" which knows about the expanded addressing saves PORTB, switches to a bank outside PORTB range, but then VBL kicks in. PORTB byte gets saved, banks get switched withing PORTB range, TD Line runs, then restores PORTB and returns from the interrupt. And everything crashes, because the interrupt is unable to restore the original extension state. You say that the state of the banks can be saved/restored, but how? Am I missing something?
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