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GradualGames

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About GradualGames

  • Birthday 08/15/1983

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    Playing retro video games, making retro video games, playing retro keyboard instruments, composing for retro keyboard instruments. If it's new, it sucks.

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  1. I've got a vader upstairs with a CRT for everything else, I just have the retron downstairs to enjoy a handful of classics with family and such. So yeah sounds like it may be worth sending in for a replacement.
  2. Ugh, what were the new issues?? I really only care about a handful of games, like Asteroids, Missile Command, Enduro, and then I'd love to be able to play Super Breakout and Warlords.
  3. Just making sure this wasn't a typo.... you're saying replacing the retron 77 DID fix the paddle issue?
  4. Has anyone else tried to use paddles with the Retron 77? I have a pair of clean paddles which have zero jitter on my vader. On the Retron 77, they have jitter. I've tried other sets of paddles with the same result. The support team tells me the console needs to be replaced--- I'm not buying it. I just think they never engineered the hardware properly to work with paddles. Anyone else experience jitter with paddles on retron 77 or are some of you getting buttery smooth operation? If anyone is getting smooth play I might just send it back to hyperkin for a replacement as they suggested....
  5. I never thought I'd hear Iron Maiden on the Atari 2600. Now I have. I love that the 2600 always sounds out of tune, I find it very charming. Also that's a very cool visual effect. Do you do it by making the playfield black, light sprite yellow, then making the sprites go behind the background? (I'm new to 2600 programming, but have been doing NES for 10 years so I know 6502 and have a passing familiarity with 2600, but have not made anything significant yet)
  6. For the life of me I can't figure out how to play Boulder Dash. All that happens is boulders fall on my head and die. Sometimes they fall on the ground and suddenly 9 diamonds appear. I know I'm supposed to get those diamonds, but I only see them after I die. What am I missing? Haha
  7. Oh my goodness no, I don't want to reinvent the wheel. If I did, I'd join some retro computing forum and learn to code games in assembly language or something! I jest, I jest. I am devouring these tutorials, fear not.
  8. Thanks all, very encouraging to have your thoughts and help. Okie dokie, now I have my own 2LK working with two objects. Likely nowhere near optimal if I wanted make any sort of game yet perhaps, no idea, but I'm happy I think I have the principle basically down. Not using VDEL yet to line them up. ;Initialize kernel. ldy #96 ;Kernel loop scan_loop: lda player_buffer ;3 ;Wait for beginning of next scanline. sta WSYNC ;3 sta GRP0 ;3 lda #0 ;2 sta player_buffer ;3 ;If we reach the bottom of the player, start ;a counter for its height. cpy player_y ;3 bne :+ ;2/3/4 lda #PLAYER_HEIGHT ;2 sta player_line ;3 ;10 : ;If the player scanline counter is nonzero, enable ;player 0 and decrement the counter. ldx player_line ;3 beq :+ ;2/3/4 lda BigHeadGraphic-1,x ;4/5 sta player_buffer ;3 dec player_line ;6 ;18 : lda missile_buffer ;3 sta WSYNC sta ENAM0 ;3 ;15 lda #0 sta missile_buffer ;3 ;8 ;If we reach the bottom of the missile, start ;a counter for its height. cpy missile_y ;3 bne :+ ;2/3/4 lda #MISSILE_HEIGHT ;2 sta missile_line ;3 ;10 : ldx missile_line ;3 beq :+ ;2/3/4 lda #2 ;2 sta missile_buffer ;3 dec missile_line ;6 ;16 : dey ;2 bne scan_loop ;2/3/4 ;4
  9. Yeah one problem I discovered was I was starting my scanline counter at 191, and so when I added the second dey in there, it skipped from 1 to -1, never reaching zero so it stayed in an infinite loop, haha! I now at least have a working 2LK with ONE object on the screen,
  10. This is a great tutorial, thanks for putting these together. I think I understand the gist of the 2LK technique now. However, I am slightly thrown off by something. Why is it that the top of the loop is a "continuation of line 2" yet precalculates line 1? Is it possible to reorganize the 2LK to be less optimized for the sake of demonstration? I made a stab at a 2LK today (note: without directly copying the flow of your tutorial, for learning's sake. I wanted to know: can I organize a 2LK in a less optimal but easier to understand way or not?), but it really doesn't behave the way I'd expect. I do see that my missile and player are offset by one scanline (which I further understand is why the VDEL registers are there, to enable this 2LK technique), but I'm getting rapid flickering. It's so rapid I can barely tell its there, but it changes the color from red to a darker red, almost brown. ;Initialize kernel. ldy #191 ;Kernel loop scan_loop: ;Wait for beginning of next scanline. sta WSYNC ;3 lda player_buffer ;3 sta GRP0 ;3 lda #0 ;2 sta player_buffer ;3 ;If we reach the bottom of the missile, start ;a counter for its height. cpy missile_y ;3 bne :+ ;2/3/4 lda #MISSILE_HEIGHT ;2 sta missile_line ;3 ;10 : ldx missile_line ;3 beq :+ ;2/3/4 lda #2 ;2 sta missile_buffer ;3 dec missile_line ;6 ;16 : sta WSYNC lda missile_buffer ;3 sta ENAM0 ;3 ;15 lda #0 sta missile_buffer ;3 ;8 ;If we reach the bottom of the player, start ;a counter for its height. cpy player_y ;3 bne :+ ;2/3/4 lda #PLAYER_HEIGHT ;2 sta player_line ;3 ;10 : ;If the player scanline counter is nonzero, enable ;player 0 and decrement the counter. ldx player_line ;3 beq :+ ;2/3/4 lda BigHeadGraphic-1,x ;4/5 sta player_buffer ;3 dec player_line ;6 ;18 : dey ;2 bne scan_loop ;2/3/4 ;4
  11. This is so cute! Very inspiring. Found it from SpiceWare's 2 Line Kernel tutorial. How did you get the sound to sound so nice? Haha
  12. Well hello sir! I was wondering when I'd bump into you here! I thought I read somewhere a lot of games use 2 scanlines at a time to be able to position more objects. Perhaps that's what I need to do? Seems rather nutty to run out of cycles after positioning just TWO things, haha.
  13. Whenever player 0 is right around the same scanline as missile 0, it nudges the missile up or down, but I don't know why. Maybe there's no way around this? I store the previous scanline's buffer for both missile 0 and player 0 right as a scanline starts; I would think those few instructions would fit in hblank? Here's my kernal (ca65 syntax): scan_loop: ;Wait for beginning of next scanline. sta WSYNC lda player_buffer sta GRP0 lda missile_buffer sta ENAM0 ;If we reach the bottom of the player, start ;a counter for its height. cpy player_y bne :+ lda #PLAYER_HEIGHT sta player_line : ;If we reach the bottom of the player, start ;a counter for its height. cpy missile_y bne :+ lda #MISSILE_HEIGHT sta missile_line : lda #0 sta player_buffer sta missile_buffer ;If the player scanline counter is nonzero, enable ;player 0 and decrement the counter. ldx player_line beq :+ lda BigHeadGraphic-1,x sta player_buffer dec player_line : ldx missile_line beq :+ lda #2 sta missile_buffer dec missile_line : dey bne scan_loop
  14. I've got a Sony Trinitron which is just a gorgeous piece of retro gaming hardware. Playing systems with s-video on it is to die for. sadly however, the s-video port on it appears to be shorting out plugged in to my rgb modded nes (it has an s-video port as well). I made sure to test the same modded nes on the s-video port on my framemeister, no issue, same cable. So I'm fairly certain at this point the s-video port on this television is faulty. I'm planning to finally learn to solder so I'm wondering if I were to open up this TV if: -I will die from discharge of large capacitors -How could I troubleshoot any issues with the s-video port -Is this even worth bothering with or should I sell this TV as-is with s-video flaw and buy a refurbished one
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