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bastetfurry

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About bastetfurry

  • Birthday 07/02/1982

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  • Gender
    Female
  • Location
    Bochum, Germany

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  1. And now i want to see a game cart with a big breadboard attached to it full of doides that make the game. =]
  2. Nope, just not checking if the player left the playfield. This was just quickly implemented to see if the sprite moves right. Heh Gotta check that... Quite normal for me when i do assembler stuff. Otherwise i would load it up in a week and forgot what the heck i was doing there anyway. Hmm, good idea. Because i copied that stuff from the original Stella programmers guide. I want to make this a game release for Revision, might not make the first place, but whatever. @Enthusi: Interesting where you find people.
  3. Got my first ASM Kernel working, in Stella that is, and would love a code audit. I copied over the sprite x-positioning from the tutorial and looked at the asymetrical playfield tutorial, the rest is by myself. The source in the ZIP is in ACME format, the addresses and names in the INCs are straight from the official programmers manual. bf.zip
  4. For Retro-Development: Editor: Geany Assembler: ACME (Is anyone else using that one besides me?) Emulator: Stella for Atari2600 and VICE for Breadbox deving Sometimes CC65 as a C compiler for C64 stuff. Everything running under Lubuntu on a machine way too oversized for this task. And for the serious programming stuff there is QtCreator.
  5. Thanks for all the answers, i hope i can put them to great use. Hmm, you could use a bigger flash chip, "burn" the game in NTSC and PAL to it and use a jumper to decide which game to start. 22 cycles... thats hard. Especialy as you cant directly place a sprite at one pos but have to "trigger" the position. Any nice trick to ease that? o.o
  6. (Yay, first post ) Hello Forum! Comming from the Breadbin i want to play a bit with the 2600, tryed bBasic but thats too limiting. (Plus it wont compile with GCC4.4 *sigh*) So i am on my way to code me a kernel and have some questions. 1. How many cycles do i have per line on a PAL machine? Still 76? (I am going after the info from here) 2. Is there a PAL-Centric diagram/documentation somewhere? 3. Is there some way to detect on what machine my game is running? 4. When does the TIA set its registers in stone? At draw or some time before that? (Changing COLUBK in the middle of a line and stuff. ) 5. When i issue STA WSYNC, where is the TIA giving back control to the CPU? At the start of next HBlank or the start of the next picture line? In essence, how many cycles till the TIA draws its first pixel/expects valid data.
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