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Posts posted by e5frog
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If you have the data in A
ni %00111111
Immediate AND will zero out bit 6 and 7 and keep the rest.
oi %11000000
Immediate OR will turn bits 6 and 7 to 1:s and keep the rest.
Not sure which works best... I imagine if it doesn't change it will stay silent.
So if you do that on r4 before calling "blit" you should be fine - or add it in the blit routine, if you're still using the "corrected" MESS coordinate addition that changes coordinates by 4 steps you can add it there.
As such:
; fix the y coordinate
lis 4
as 4
oi %11000000 ; (or if AND is better... ? )
lr 4, A
If you're aiming for speed in future games you should skip the "fix coordinate stuff".
Same goes for the startup pop, usually port 5 is initialized with sending $00 - thus affecting the two audio bits as well.
If you leave all audio playback in the game with the same state on the two audio bits of port 5 you'll just continue to keep them that way if you don't want any sound.
That is you quit playSong for example by setting
clrouts 5
.. then you know you should keep it at zero to prevent unwanted sound.
Not sure if it does something similar already.-
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Love the bunker (sand trap/sand pit) restriction - perfect! Love to get this instant feedback!
You could add a little more color drawing several objects in different colors or use the multiblit routine, maybe a flag with the hole to make it look less miniature golf.
For example:

I noticed the vertical setting on port 5 (upper two bits) causes a pop sound when at the top of the screen as well as when you hit it into the upper wall so to speak (it should also add two hits to the score card). It's possible to mask the upper two bits in the drawing routine to prevent this if it's not wanted.
The sound was quite fitting and nice to get that when you hit the ball. Would love it to do that every time the ball is hit. It might be enough to manipulate one or both of those bits and perhaps not necessary to use the playSong routine.
Also noticed that when putting the hole isn't redrawn after the player is no longer visible.
I'm off to bed, I'll keep practicing my golfing tomorrow.
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1 hour ago, atari2600land said:How do I make gray sprites? Or by Gray do you mean white?
Background is light gray, so that's what can be used (real white can only be combined with black on a row).
Example code:; load the colors
li red
lr 2, A
li clear
lr 1, A; draw the sprite
pi blit
You just load register 2 with "bkg" instead.; load the colors
li bkg
lr 2, A
li clear
lr 1, A; draw the sprite
pi blit
The object will now appear in background color (light gray) instead of red.
Try changing the player to lt gray:
; draw the sprite
pi drawGuy
; load the colors
li bkg
lr 2, A
li clear
lr 1, A
;-)
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The biggest problem with many objects is detecting collision, you have to check each direction around a point or something similar.
The out of bounds two stroke penalty isn't implemented, so wacking the ball at full speed to have it end up nicely at the edge is currently a possibility.
New score: 45 on r42 yaaay!
I have no idea about the limitations but it would be fun to stretch it out by going in a labyrinth way and combine the available elements. Some kind of challenge with optional routes...
Added these for inspiration.

Just thinking about how it would be possible to add any amount and shapes of objects...
Not sure how you handle collisions currently (I was amused by your choice of address tags though) but it would be possible to set up a lookup table for each screen.
It would be unnecessary but you could store a byte for each of the 63x43 pixels the ball can reach (2709 bytes) - you'd calculate the coordinate for where the ball is going to land and then check the table for what's there. If using half the size you'd be able to store 16 different types of indicators. So for just 24KB - you can configure any sized object - with quick lookup.
It may not be fun to write the tables, manually though
The code for my graphics conversion could be customized to output wanted data, you'd feed it.
I was supposed to do something similar for my karate game... perhaps it deserves a revisit after some Multi-Cart building and more KHoL tampering.
Just a thought, no need to redo anything.
BTW It could be possible to just move the hole and player start position to make new courses.
Also... with 18 holes I think a three digit counter is needed.
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Not much feedback here on the sand pit - which was a great idea.
I noticed I get a penalty shot when hitting into the sand pit, I assume you're aware of that (that it shouldn't).
How come the power meter moves a lot slower when in the sand? It could stop half way or result in half as long shots perhaps.
Also noticed that the blue putter meter continues past the end of the normal power meter, about five columns... that's new since r42.The above image is not a bug, it's the red player standing in the red sand pit.
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I think you should try and make it gray, are you (still) using a finished routine to draw or your own?
In the blit routine
http://channelf.se/veswiki/index.php?title=Snippet:Blit
You set two colors, you should be able to use background and green... if you want to - if the ball is hidden in the sand pit is perhaps not a problem as the player marks the spot very well.
Also found a bug, redraws in red there outside the sand bit.
I believe these are the color definitions:
red = $40
blue = $80
green = $00
bkg = $C0
clear = $FF
Not that anything is slow, but if you'd like to save a little processing time, use - instead of "li red ":
lis 4sl 4
Same in all situations where you have $x0, and $0x is always loaded with lis and not li.
You'll use the same amount of bytes of machine code but half a cycle less (2 instead of 2.5). It's worth the effort for often repeated code, like graphics.
For li $FF the quicker method is
clr
comThe quickest method is of course to load from a register.
lr A, "r1" is just a single cycle - but you have to get the data from somewhere in the first place - and that's only for registers already set in ISAR or directly addressable.
Remember that the values are latched in ports, if you loaded colors and coordinates you often don't need to load them again in a routine.
Love the game, it will be a joy to play when it's done. -
Sand pits in background color sounds like a good idea, also the half length hits.
Maybe ball could be flashed slowly to blue (or change color) if it has landed in sand.
Carlsson:
The VRAM is 128x64 but two columns are used for palette setting, so max in theory would be 126x64 - it's however not shown on screen. Not sure what the maximum size is but MESS decided to go for 102x58, hiding a couple of rows on top and left. On a real screen it can vary probably as much as 108x60 and less than the 102x58 - atari2600land knows about the limitations and now keeps to the middle of the screen not to risk anyone not seeing stuff at the edges (chicken).
Golf course could be bigger (wider), don't know if there are technical details with the current setup that prevents a larger playfield. They could stretch over more than one screen I guess...
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1 minute ago, stupus said:Al said you can pm him to get editing privileges for any thread that you need it for if it didnt transfer with the new software.
I sent him a message, he said it would be sorted out soon. No immediate hurry, I bet there's a lot to handle after such a move.
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Thanks Ethaniel, I sent an e-mail.
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WTF!!
I can no longer edit the first post in this new "wonderful" forum!?? That really screws things up - and it sucks - major sucks. -
I'm happy that you do, see instructions in the first post of this thread (and the PM I sent).
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Faster power meter is nice, adds some difficulty. It should do something bad/odd/strange if it reaches max and no direction has been chosen instead of letting the player press at any time after the max has appeared.
Love the game, wish I had thought of it.
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Still have a couple, check first post in this thread for details. Don't know what the price is in Euro but 90-something - but I want you to send US$ through PayPal if possible.
Shipping is included. -
On the serious side...
Perhaps you could take suggestions where we could use the already used obstacles and set these up in clever ways - for nine more holes.
Select with buttons 1/2 how many holes you want to play? Maybe add a second player (blue) if you have a register to store the second player's score in, there's room to draw it on the right side.
You could add a "click"-sound to when you hit the ball.
You could add a compensation factor that makes the movement in X look the same as in Y. As the pixels are rectangular standing on the short end the ball moves visually further in Y than in X.
Red on green isn't a personal favorite of mine, maybe some more blue or lt grey details in the course? Blue hole?Allow smaller rectangles on water?
There's no difficulty if you want to hit at max power, push the button and then just wait until it reaches max, you can even go make a cup of coffee before selecting direction. Maybe it should go bezerk and hit max in a random selection or something - or mark it as a missed hit.
I like the end screen as much as the start screen, end screen needs a melody as well, IMHO.
Best score so far on v41: 47 - just three diagonal (those are hard to hit) shots on the last hole.
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Maybe do nine more holes...
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walterg74 got the discounted one, thanks walterg74!
Will get right back to the laboratory as soon as I can.-
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Any more of these made?
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4 hours ago, walterg74 said:Was this the latest one with pacman etc?
Yes, brand new, added to the current list $19 off.
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No takers.
So what about $85?
Would be really nice to get it but I'm not going to borrow money just to get it.
Maybe it and funds are available at the same time later on in the week (only 4 days to go). -
I had a similar issue on a friend's Vectrex. It's older than my "nobuzz" version (I was installing a nobuzz fix). Menu of the VecMulti got trashed after a few pages. It worked just fine on my machine.
Guess it needs some probing to figure out.
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There's a batch of System Fairchild cartridges I would like to buy here in Sweden, good price for a bunch of shell donors, too good to pass on... but I haven't got money set aside for it and it's in between salaries so...
One Multi-Cart SALE: $90
Grab the opportunity! Save $14. -
Too hot for Multi-Cart making today, decided to check out the sound on the Channel F II.
There's two obvious transistors on the board, the one for audio was the one furthest from the chip... well well.
Audio comes from the buffer/audio chip 9102 pin 39, it goes directly to a 1k resistor on the Channel F II and then it hooks to a row of components as well as the transistor middle pin.
I recommend grabbing audio from there, as such:Which gives us the complete A/V mod of the Channel F II like so:

5V and GND wires from the capacitor could be twisted together to reduce the risk of picking up interference and also to keep things tidy.
Same goes for audio and video output, twist with gnd cable is an easy and effective way if not using coaxial cable.
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I haven't built any boards yet, will try to get it done in the next month, I've got some System Fairchild Multi-Cart builds to get through as well.
I cut the audio-part out from the SABA VideoPlay 2 schematic, it differs mostly in image RF-part AFAIK so it should be the same or similar at least.
The audio comes from pin 39 on the 9102 chip.Follow it to a resistor (R35 4,7k in schematic image)
Continue from the other side of that resistor, where it goes into the amplifier (NPN transistor)
One pin of the transistor goes to GND and the one left over is where you get the amplified audio.This output of the transistor is connected to C23, R28 (+12V), L2, another capacitor as well as *C28*.
So five components in the same node - should be a reasonable chance to locate that spot.
I would try and grab the audio after C28 - between C28 and R32.Hopefully the signal is strong enough or you'll need to add one more amplifier.
Component designation may not be the same in the Channel F II, the schematic ought to be same or similar.
Some people just poke around likely places and listen if they get any sound... which works, if you're confident you won't break anything.
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You can set two different types of sound effects on Hangman - or set it to mute. For Alien Invasion... I guess you need a pillow over the speaker or something.

Quote from instructions:
"SOUNDSWhile playing a game, the computer sounds can be
changed by pressing button 2, 3, or 4 (pressing button
1 changes game options).
Button 4 - normal sound
Button 3 - alternate sound
Button 2 - no sound
You may change sounds as many times during a game
as you like.
You´ll get the hang of it in no time!"


Golf (Channel F)
in Homebrew Discussion
Posted
Wohooo! Two strokes on hole 1!
r48: There's still noise when in upmost position, other kind now, like a buzzing sound, seems bits are changing several times now.