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LS_Dracon

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Everything posted by LS_Dracon

  1. The hardware support up to 12k of ROM, but I don't know if a Odyssey2 game ever reach that. So the largest are 8kb games. Personally I think the most sophisticated game is Piece Puzzle Panic, a very well made tetris clone. It redraws the sprites to make a bitmap and has "1 bit music" for game over screen. Here's a video: https://www.youtube.com/watch?v=9OLJIE2Aq9k
  2. Here's the VideoPac Belgium site : http://videopac.fr Email link is on top left corner.
  3. The game is finally released. You can order by sending an email to Marc from VideoPac Belgium : [email protected] There will be 100 numbered copies Odyssey2 style and 25 copies VideoPac Style. You can choose the cart number, if available. I wonder to know who will be the first to finish the game and collect the Amulet of eternity.... EDIT : OMG! This is my AtariAge 1000 post!
  4. LS_Dracon

    LS_Dracon

  5. I not sure when the game will be out. I'll post here and drop a PM for everyone when the game is available.
  6. I'm glad you like. The manual pages will feature Zemial's artwork as well.
  7. It is done. Here is the amazing artwork for the game made by Zemial. And another surprise I was holding : The cart will comes with label in that golden paper you see in games like Quest for the Rings. I'm so happy finally see my game featuring a professional artwork and all these little details. Pre-orders info soon :)
  8. There is a mode you can read from external RAM and copy to VDC. It's the P16 bit, according Dan Boris O2 DOC : P16: Copy mode enable. Setting this bit to 1 enables the RAM to VDC copy mode. To use this mode you must also set P13 and P14 to 0. In this mode all external reads come from the external ram and all external writes go to the VDC. This allows data to be copied from the RAM to the VDC easily. So : movx a,@R0 ;Copy from extra RAM movx @R1,a ;Writes to VDC R0 = points to ExtRAM, R1 points to VDC. Tricky EDIT : VDC should be OFF, hence it is done during Vblank, usually.
  9. The idea behind the external RAM is you don't need to deal with VDC registers directly, you set the processor to use external RAM, set all values you need there, and during VBlank you send these values to VDC (like a mirror). Naturally some values like GFX data for sprites need to be written directly to VDC or you will not have enough extra RAM to store everything. Forget speed when you're dealing with Odyssey2. If you want more RAM and speed, look the design behind Harmony cart for Atari2600, it features a ARM processor you can code in C, and the Atari side is just pick the values from cart RAM and store to the registers. This way you can boost Odyssey 2 as well, as you can change stuffs "on the fly" (while screen is being drawn) and have almost no ROM limits.
  10. Yes, I was talking about VDC RAM and internal RAM only. On top of that, you have 128 bytes of external RAM. The external RAM is difficult to work with. When you set the processor to work with it, you can't access the graphic registers at same time. It requires a special opcodes, and you can only write and read, you can't INC or DEC or ADD directly. Yes, VDC (Video Display Controller) it is like Atari 2600, you just set the registers.
  11. No. the VDC RAM uses BITs not BYTEs, so if a particular registers uses only the first 4 bits, all other 4 "bits" doesn't exist on hardware. The unused addresses are empty. In late 70's RAM was a precious resource. What you can do, if you're not using GRID graphics, is disable them and use grid registers to load and store values. That's extra 16 bytes only. Beware, not all registers are R/W, most of them are write only. I not sure exactly which ones you can read back. There is a way to add extra RAM on a cart, but from what I know, it was never done before. The internal RAM are 64 bytes, but the first 32 are used for processor : 16 bytes for registers (0-7 normal and 0-7 alternative) 16 bytes for Stack Pointer, you can use some of them if you know exactly what you're doing (subroutine levels deep and such) Note the last 3 bytes is used for BIOS : 03Dh : Hold collision results 03Eh : Timer (count up to 60 then resets, 60 frames = 1 second, thus resets every second) 03Fh : Hold video status (not much usefull). So you actually have 29 bytes free in the internal RAM. I think for 8048 you're unique option is assembly.
  12. The first screen always happens to me when the cart is not properly inserted (or bad connectors). Never saw the second pic problem on my hardware.
  13. Would be great if you have a way to produce brand new cart shells. The problem, 5k is like sell 100 carts at $70 ($20 for the production costs, $50 for pay the injection mould). It is difficult to sell that much in a short period of time. But you can sell the empty carts for homebrew producers, which helps a bit.
  14. Oh my God... Just received the art for the game, it's amazing! Made by Zemial, an European artist, here his website with some of his works : https://www.zemial.com/galeries/ I'll not show the art yet, only gonna post a small piece of it : It's way better than I ever expected. :)
  15. So sorry about lack of news. I'm also getting a little impatient... All I can say, we're waiting the professional artwork cover for the game. Yes, that's one of the surprises I was holding. The game (supposedly) will feature an professional drawing artwork. Also, I'm waiting a dude who (supposedly) is making a title screen music for the game.
  16. I take request, preferably games I played well enough to think a joke about it. I played both, but not well enough, this is the best that comes to my mind.
  17. Added RoboCop. I never played the game so I don't know a better joke than the 1 dollar guy from the movies. Is either that or the melting guy.
  18. Here me again with some new Sega Master System game cover art from various games we never expected see on Master System. Well, Tetris probably exist somewhere... Even MicroVision has Tetris! Space Invaders definitely exists on SMS. And the previous entries : Part 4 Part 3 Part 2 Part 1
  19. We are working to finish the manual and artwork. I hope the game stands the hype
  20. Yes, it does not clears decimal flag at game initialization, I'm aware this bug by long time... This was one of my firsts game ever, I was learning not only how to code for 2600 and also trying to understand 6502 assembly. Decimal flag seems to start at 0 most of times when you power on the console, but at very random event it could start at 1 and then I got problems. I not sure if I fixed it on last revisions (there was like 3 game revisions, the ROM was not released to the public). I only noticed this glitch on my hardware like 2 times ever, and I thought was a cartridge connection problem, which was solved by re-inserting the cart (actually power cycling the console fix it). The lasts Stella emulator versions, in order to perfect the emulation, is randomizing the processor flags, so this bug now happens more often. The game also have others small glitches that really annoys me, sorry about that. Anyway, after 11 years, have one of you guys found the game's Easter Egg?
  21. Thank you very much! Gotcha may be a forgotten game, but played a important role at video game industry as being the first maze game ever, the PacMan grandpa. And the color version is the first time someone messed with RGB signal to display video game color graphics.
  22. I'd rather play it than Fortnite.
  23. I've watched the livestream, thanks for playing the game There's not much to do in this game, it seems moving a object on a screen was entertaining enough for a commercial product back in 1973.
  24. I still want to work a bit on this game, like re-spawn the player at random position, like the arcade (only the "square" is repositioned, "cross" stay in place) And bounce the players around like pong ball during attract mode. I don't have plans to code AI anymore, sorry.
  25. There's no A.I., it's a 2 player game.
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