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grafixbmp last won the day on February 18 2011
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Why would a mvc encoded file have missaligned player data and fused lower screen in pf/ bg colors with bad audio buzz sound distortion. Looks like a 80's scrambled cable feed. The info is there but reading wrong. Could the current stella not be up to snuff on the latest mvc protocol? Or could the encode be corrupted? It's also not displaying the interlacing of the checkerboard.
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Hi. Oh yes. Couldn't remember where I saw the bitmaps before. Thanks for the link. I've thought about adding swap out features to run other lfsrs with select and then display the version on bottom. Or possibly the binary output under the hex.
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Update: Added a new feature where the EOR value highlights an alternate color if it gives the full range of numbers for a single byte in a scrambled order. LFSRdemov2.bin
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Forgot the source code too. LFSRdemo source.asm The main inspiration for this demo came from this link. Thanks to the creator who did the foot work for this. https://codebase64.org/doku.php?id=base:small_fast_8-bit_prng
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Forgot to mention. Hold button/direction to go fast.
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Fluid simulation for new 2600 game concept
grafixbmp replied to 8bitPoet's topic in Atari 2600 Programming
How about Monkey Bounce?- 96 replies
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Sounds like this is where a driving controller would be the better choice for accuracy and its free rotating. Though they are fewer out there. Only came with indy 500
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untessed controller code. feedback appreciated
grafixbmp replied to grafixbmp's topic in Atari 2600 Programming
<edited previous post> -
So been working on a project and wanted some feedback on what I came up with. Just wanting second opinions if my logic is sound. This gives controller directions and debounce data. it could also be expanded to include any action buttons if single player or all cardinal directions for 2 players. Call either once per frame or just between usage of control inputs. ; 1 = off 0 = on ;previous poll active poll debounce ; 1 1 and 1 then answer xor previous 0 then invert 1 ; 1 0 and 0 then answer xor previous 1 then invert 0 ; 0 0 and 0 then answer xor previous 0 then invert 1 ; 0 1 and 0 then answer xor previous 0 then invert 1 ; ram variables for controls ; current_poll ; debounce ; temp_1 control_check/reset ; uses inverted logic 1=off 0=on lda SWCHA and #$F0 ;keep only player 0 data. omit if using both players sta temp_1 and current_poll eor current_poll eor #$FF sta debounce lda temp_1 sta current_poll ; for the rest of the game code check the debounce for trigger activation of any direction ; or check current poll for continued activation of any direction rts
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Crazy idea. Maybe you could use a pre existing loop system like horizontal positioning with an extra branch at the end for a special case for the delay. Just set an object you won't use and branch out on it. Just a thought
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Something I like to use is the last part of this guide. You can achieve more than listed by using combinations while keeping the rom footprint low. https://www.qotile.net/minidig/docs/2600_advanced_prog_guide.txt Anything more would require a loop
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Just had a little thought about something and wondered if anyone has done this before or if it would ever be useful at all. so with standard subroutines they are absolute but with jumps they are either absolute or variable (indirect) so with some extra code we should be able to have indirect subroutines. I sudo coded a brief example of what I mean and wondered if it had any merit. My syntax may have errors but hopefully the idea gets across. Indirect_Subroutine = $80 I_S = $81 ;some code lda <#subroutine_B sta Indirect_Subroutine lda >#subroutine_B sta Indirect_Subroutine+1 ; some more code lda <#continue_from_routine pha lda >#continue_from_routine pha jmp (Indirect_Subroutine) continue_from_routine ;some more code subroutine_A ;do stuff rts subroutine_B ;do_stuff rts subroutine_C ;do_stuff rts
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Representing the Atari 2600 and 6502/6507 programing
grafixbmp replied to grafixbmp's topic in Atari 2600 Programming