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George Washingtoad

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About George Washingtoad

  • Birthday 01/31/2001

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    North Carolina

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  1. Hey y'all. Having some issues regarding defining spaces. I know that it is extremly important when it comes to setting certain spaces for things in Ram so I really want to get it right. THis is my code now, all help (and pointers) are greatly appreciated ; '2600 for Newbies ; Session 21 - Sprites ; This kernel draws a simple box around the screen border ; Introduces sprites processor 6502 include "vcs.h" include "macro.h" ;---------------------------------------------------------- PATTERN = $80 TIMETOCHANGE = 120 Playfield_Length = 3 ;--------------------------------------------------------- ;I Figured SEG.U vars ORG $80 MyPF0 ds 3 MyPF1 ds 3 MyPF2 ds 3 ;------------------------------------------------------------------------------ SEG code ORG $F000 Reset ; Clear RAM and all TIA registers ldx #0 lda #0 Clear sta 0,x inx bne Clear ;------------------------------------------------ ; Once-only initialisation... lda #$45 sta COLUPF ; set the playfield colour lda #$56 sta COLUP0 lda #$67 sta COLUP1 lda #%00000000 sta CTRLPF ; reflect playfield ;------------------------------------------------ LDA #0 STA PATTERN MyPF0 .byte %01010101 .byte %10101010 .byte %01010101 MyPF1 .byte %10101010 .byte %01010101 .byte %10101010 MyPF2 .byte %01010101 .byte %10101010 .byte %01010101 StartOfFrame ; Start of new frame ; Start of vertical blank processing lda #0 sta VBLANK lda #2 sta VSYNC sta WSYNC sta WSYNC sta WSYNC ; 3 scanlines of VSYNC signal lda #0 sta VSYNC ;------------------------------------------------ ; 37 scanlines of vertical blank... ldx #0 VerticalBlank sta WSYNC inx cpx #37 bne VerticalBlank ;------------------------------------------------ ; Do 192 scanlines of colour-changing (our picture) LDX #192 Tick CPX Playfield_Length+1 BCC WRITEIN LDA #%11111111 STA PF0 STA PF1 STA PF2 THISISEND STA WSYNC dex BNE Tick ;------------------------------------------------ lda #%01000010 sta VBLANK ; end of screen - enter blanking ; 30 scanlines of overscan... ldx #0 Overscan sta WSYNC inx cpx #30 bne Overscan jmp StartOfFrame WRITEIN LDA MyPF0,X STA PF0 LDA MyPF1,X STA PF1 LDA MyPF2,X STA PF2 JMP THISISEND ;------------------------------------------------------------------------------ ORG $FFFA InterruptVectors .word Reset ; NMI .word Reset ; RESET .word Reset ; IRQ END In my IDE its saying that I have a label mismatch with MYPF0-2 in the WRITEIN method. That might have something to do withit
  2. Hey there everyone, I just started learning to program the Atari 2600 in Assembly recently and I think that I have learned a great deal. However, I seem to have hit a road block. Initially, when I first started programming playfields and backgrounds, I plugged the values in line by line like this: .fctbNone{ color:#e0e0e0; }.fctbStyle0{ color:#adff2f;font-style:oblique; }.fctbStyle3{ color:#ffd700; }.fctbStyle5{ color:#ee82ee; }.fctbStyle4{ color:#00bfff; }.fctbStyle2{ color:#ffa500; }.fctbStyle1{ color:#00ffff;font-weight:bold; }.fctbStyle1Style3{ color:#00ffff;font-weight:bold; }.fctbStyle2Style3{ color:#ffa500; }.fctbStyle6{ color:#ff6347; }.fctbStyle0Style6{ color:#adff2f;font-style:oblique; }; < GAME TITLE >; < AUTOR > processor 6502 include "vcs.h" include "macro.h" ;---------- LABELS ----------;---------------------------- SEG ORG $F000Reset; Initialize TIA/RAM; ------------------ LDX #0 LDA #0 Clear STA 0,X INX BNE Clear ; Initialize Labels; ----------------- COMPILE_VERSION = NTSC NTSC =#1 LDA #%00000001 STA $82 LDA #$BC STA COLUPF LDA $82 STA CTRLPF ; Start Game; ----------StartOfFrame LDA #0 STA VBLANK LDA #2 STA VSYNC ; VSYNC Signal STA WSYNC STA WSYNC STA WSYNC LDA #0 STA VSYNC ; Vertical Blank LDX #0 VerticalBlank STA WSYNC INX CPX #37 BNE VerticalBlank ; Scanlines LDX #0IDIOT INX LDA #$C4 STA COLUBK STA WSYNC CPX #40 BNE IDIOT LDA #$C4 STA COLUPF LDA #$0 STA COLUBK LDA #%11111111 STA PF0 STA PF1 LDA #%10111111 STA PF2 MORAL INX LDA #$CA STA COLUBK STA WSYNC CPX #42 BNE MORAL LDA #%11100000 STA PF0 LDA #%11001111 STA PF1 LDA #%00011111 STA PF2CORAL INX LDA #$CA STA COLUBK STA WSYNC CPX #44 BNE CORAL LDA #%11000000 STA PF0 LDA #%10000111 STA PF1 LDA #%00001111 STA PF2NORAL INX LDA #$CA STA COLUBK STA WSYNC CPX #46 BNE NORAL LDA #%10000000 STA PF0 LDA #%00000011 STA PF1 LDA #%00000111 STA PF2STEVE INX LDA #$CA STA COLUBK STA WSYNC CPX #48 BNE STEVE LDA #%00000000 STA PF0 LDA #%00000001 STA PF1 LDA #%00000011 STA PF2PTEVE INX LDA #$CA STA COLUBK STA WSYNC CPX #50 BNE PTEVE LDA #0 STA PF0 STA PF1 STA PF2BIGB INX LDA #$CA STA COLUBK STA WSYNC CPX #110 BNE BIGB BIGBB INX LDA #$2E STA COLUBK STA WSYNC CPX #130 BNE BIGBB BIGBBB INX LDA #$2C STA COLUBK STA WSYNC CPX #150 BNE BIGBBB FED INX LDA #$0 STA COLUBK STA WSYNC CPX #192 BNE FED EndScreen LDA #%01000010 STA VBLANK ; Overscan LDX #0Overscan STA WSYNC INX CPX #30 BNE Overscan ; Next Frame ; ---------- JMP StartOfFrame ORG $FFFA .word Reset .word Reset .word Reset END Thanks all! But while I was continuing in the tutorials, I found that my original methodology isnt really going to work (or will it? please let me know!) especially working with a great deal of sprites and backgrounds. So, I have found that most people tend to do play fields more like this: .fctbNone{ color:#e0e0e0; }.fctbStyle0{ color:#adff2f;font-style:oblique; }.fctbStyle3{ color:#ffd700; }.fctbStyle5{ color:#ee82ee; }.fctbStyle4{ color:#00bfff; }.fctbStyle2{ color:#ffa500; }.fctbStyle1{ color:#00ffff;font-weight:bold; }.fctbStyle1Style3{ color:#00ffff;font-weight:bold; }.fctbStyle2Style3{ color:#ffa500; }.fctbStyle6{ color:#ff6347; }.fctbStyle0Style6{ color:#adff2f;font-style:oblique; }; < GAME TITLE >; < AUTOR > processor 6502 include "vcs.h" include "macro.h" ;---------- LABELS ----------;---------------------------- SEG ORG $F000Reset; Initialize TIA/RAM; ------------------ LDX #0 LDA #0 Clear STA 0,X INX BNE Clear ; Initialize Labels; ----------------- COMPILE_VERSION = NTSC NTSC =#1 LDA #%00000001 STA $82 LDA #$BC STA COLUPF LDA $82 STA CTRLPF PFG0 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010PFG1 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010PFG2 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010; Start Game; ----------StartOfFrame LDA #0 STA VBLANK LDA #2 STA VSYNC ; VSYNC Signal STA WSYNC STA WSYNC STA WSYNC LDA #0 STA VSYNC ; Vertical Blank LDX #0 VerticalBlank STA WSYNC INX CPX #37 BNE VerticalBlank ; Scanlines LDX #0 ;THIS AREA IS ENCLOSED FOR THE PASTEINGLDY #0Woah LDA PFG0,X STA PF0 LDA PFG1,X STA PF1 LDA PFG2,X STA PF2 INX STA WSYNC cpx #190 bne Woah;FINISH AREA LDA %00000000 STA PF0 STA PF1 STA PF2FED INX LDA #$0 STA COLUBK STA WSYNC CPX #192 BNE FED EndScreen LDA #%01000010 STA VBLANK ; Overscan LDX #0Overscan STA WSYNC INX CPX #30 BNE Overscan ; Next Frame ; ---------- JMP StartOfFrame ORG $FFFA .word Reset .word Reset .word Reset END So once I tested this I found that I only got some of the playfield filled, the other parts are random. why is this? Can it be fixed?
  3. Youch! This week wasnt so hot for me. I really wish I had more time to play, but oh well!
  4. Ive been trying to get six seconds for a while now but it just seems random. I still get the bonus with this anyways though.
  5. yeah its around 9 42 now over here on the east coast
  6. Wow, cant believe I havent played this game before, its really good! Wasnt really able to play at all this week due to school so I had to funnel all of my effort into around four hours to make the mid night deadline. My thumb is destroyed from spamming that button, by the time I hit 100,000 I just wanted to toss the controller to be done with it! Well at least I got the rollage though. Whew!
  7. Well once I passed 100,000 i just went for the most patriotic number I knew.
  8. Wait we get double points if its our first time competing? its mine, I dont know if mine counts though
  9. Worked on this one after the football game. so close to 180000!
  10. I use a Sega Genesis controller, much easier on my wrist.
  11. 100% True! If you dont get moving the moment after you die the Dragon WILL rape you. you lose like 3 lives in 5 seconds! A little tip though, whenever you're leaving the door go diagonal left. That way the dragon cant hit you immediately. However if you stop moving, You're Toast!
  12. Didn't want to post a new score till i passed 100k. First off I just want to thank the HSC for choosing DragonFire, now its one of my favorite atari games. When I first played it i died in like a few minutes so I just gave up because i thought that it was just another bad game from a bad year. Now that I have been forced to practice I see that there is actually a lot of skill and patience involved and one you hit certain scores you feel like a darn WIZARD. Folks dont give up on this game after one time, its definitely worth a replay! 128620
  13. A little late night scoring. 17070 (kinda wish I got 17760)
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