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ultima

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    2600 programming
  • Currently Playing
    Witcher III

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  1. Hey I didn't know about that thanks I need to have a look at the code again to make some changes. The problem I have is when the code is in the editor I can scroll down to bank 10 thru 16 and the banks ID in the right click menu only returns as bank 9. It seems to also have problems compiling for trivial reasons might just have to go back to an earlier build but I can't figure out why , but I suspect a random keystoke ended up in there somewhere..so it might not be a problem. Didn't know if it was a common issue or an unreported bug. Anyway thanks I'll have a look at the code and check my gosubs and try rebuilding it from the earlier working version.
  2. Hey all, I have a question about VbB and how it handles 64KSC (maybe 64k in general...) I was using the bank identifier and anything past bank 9 is still bank 9. Is it known to do this?
  3. Odd I grabbed the 2005 version but don't remember that version ever existing must have been a parallel universe mistake thanks RT
  4. Yes it only shows Tone and Freq didn't see any way to control the volume. Just curious thought the original had the 6 boxes for both channels and was looking for a way to record samples at their respective volumes to compare signal strength in any given volume if that makes any sense
  5. Was the volume control removed?
  6. So I typed up Andrew Davies sample kernel and after insulting my anti-virus and some typo errors of my own I got it to compile. Well it runs as shown in the document using z26 no problem, in Stella I got this as the result: did I need to set some defaults for it to display correctly?
  7. I noticed that there is a revised edition from 1988. Is it more relevant than the 1979 Steve Wright version?
  8. That was what I meant 1 controller with 2 thumbsticks and 2 buttons. I think if I gut that and build a housing in a sony dual shock ...
  9. Hi I'm having a look at some debugger disassembly and have a question ... here is the bB code: missile1x=0: missile1y=0: AUDV0=0: AUDV1=0: COLUBK=0 pfscore1=%00000000 pfscore2=%00000000 score=000000 player0: %00000000 end player1: %00000000 end the current asm looks like this lda #0 sta ram_83 sta ram_88 sta AUDV0 sta AUDV1 sta COLUBK lda #0 sta ram_F2 lda #0 sta ram_F3 lda #0 sta ram_95 lda #0 sta ram_94 lda #0 sta ram_93 It seems wasteful to lda #0 6 times . So I wanted to remove the bB code and I wanted to change it to this: asm LDA #0 STA ram_83 STA ram_88 STA AUDV0 STA AUDV1 STA COLUBK STA ram_F2 STA ram_F3 STA ram_95 STA ram_94 STA ram_93 end But it seems I can't use the ram values as they show in disassembly am I missing something? **edit seems this did the trick and also saved about 34 bytes it also produced the asm as I hoped for. asm LDA #0 STA $83 STA $88 STA AUDV0 STA AUDV1 STA COLUBK STA $F2 STA $F3 STA $95 STA $94 STA $93 end
  10. This might help for background music & fx https://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#ex_sound_with_bg_music
  11. Hey KevKelley do you know which screen you were on when you fell off the stairs? I'll need to look into that before adding anything else, if the player does get stuck you can always go to inventory to exit game which is a soft reset.
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