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7800 stuff in progress


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SpaceWar! 7800I was looking at my Expensive Planetarium code and realized I had made it 216 tiles per line rather than 256; which means I don't need to have any fancy wrap around code because the last 40 tiles are duplicates of the first 40. Ah, well.I'm also thinking that instead of creating a separate EP.bin and then trying to integrate the code into SW78, I'll try to add it to SW78 in the first place. Harder to start, but easier in the long run.I'm also trying to think if there's anything else I want to do since SW78 is no longer restricted to 4K. One advantage is I'm going to use 4K/16 line Holey DMA (although I'm still using 8 line zones). This should eliminate one of the DL entries for the ship sprites, although it will mean a major rework of the DL code.Graphics ModesSchmutzpuppe's request for 320B help highlighed the fact that we still don't understand all of the quirks of MARIA. I'm writing a quick test program which will display multiple graphics modes and bit combinations onscreen at once, which hopefully will give some greater insight.TrackballsDanno expressing interest in a 7800 Centipede Trak-ball Conversion, and although I'm not about to go that far, I plan on modifing my paddle proof of concept for the Atari trackballs.Whew! And I wonder why I don't seem to have any free time.

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I really like the idea of the graphic mode demo... and hope you can share it for everyone to view.... as it'd be interesting to check out!

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It's not so much a demo as a test program. In theory it will have all 6 graphics modes on-screen at once in regular bit patterns. Unfortunately, my first attempt last night just put garbage on the screen.

 

However, it does appear that Kangaroo Mode impacts more than the documentation suggests.

 

But yes, I will post the final version for others to have a look at. (Also the only way I can get PAL tested.)

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My paddle proof of concept was very simple - it displayed onscreen two decimal values- one for each paddle. The plan is to use that code as a base to display four values (X & Y for each player).

 

Additionally, trackballs, like paddles, have to be read multiple times per frame. (Although I should be able to get away with using a DLI.)

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