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Cybergoth

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Everything posted by Cybergoth

  1. Hi there! Well, actually you still can't do that, it just flickers Greetings, Manuel
  2. Huhu! Hm... na ok, ich weiss jetzt nicht, in welchem Stil die Maniac sonst so gehalten ist, ich blättere immer nur im Vorbeigehen die GBA Tests durch Grüße, Manuel
  3. Huhu! Na, also ich würde so Rumgemäkel von Erbsenzählern und Oberlehrern auch nicht in einer Zeitung abdrucken. Vielleicht hättest Du sie nur nett auf die paar Fehler hinweisen sollen... Grüße, Manuel
  4. Hi there! Most systems have the CLD flag cleared on powerup, but there've been problems with Gunfight on the CC1 for example... So it's state is not reliable, yes. If the first addition or subtraction in the code isn't handing the flag, the result is uncertain. Once you do the first BCD addition though, it should be set to a defined state again from then on. Greetings, Manuel
  5. Hi there! There's been numerous little flaws with the code, so first I fixed all of them (including the formatting...): ;first kernel processor 6502 include "vcs.h" include "macro.h" SEG ORG $F000 Reset StartOfFrame ; Start of vertical blank processing VERTICAL_SYNC ldx #37 ; 37 scanlines of vertical blank... vblankloop sta WSYNC dex bne vblankloop ldx #192 ; 192 scanlines of picture... ldy #0 STY COLUBK STY VBLANK drawpictureloop sta WSYNC iny sty COLUBK sleep 20 stx COLUBK sleep 10 sty COLUBK sleep 10 dex BNE drawpictureloop enddrawpictureloop lda #%01000010 sta VBLANK ; end of screen - enter blanking ldx 30 ; 30 scanlines of overscan... overscanloop sta WSYNC dex bne overscanloop jmp StartOfFrame ORG $FFFA .word Reset ; NMI .word Reset ; RESET .word Reset ; IRQ END Well, the major points were - you disabled VBLANK too early It should be the last thing to do before your display code starts. It was already enabled before the VBLANK period was even started. - VERTICAL_SYNC should happen before the VBLANK period - Your drawing loop should start with a write to WSYNC, so all lines get the same timing. - The last color your loop sets is 192, so you should set COLUBK to 0 again, before disabling VBLANK, or you'll get to see 192 again. Greetings, Manuel
  6. Hi there! Hm... now checking the fire button isn't really something that'll waste dozens of cycles. The overhead of determining wether to check it on a particular frame or not is probably already more than just checking it each frame Greetings, Manuel
  7. Hi there! Ok, tips for avoiding tank-shots: - The basic strategy would be being always *behind* the tank - A well timed jump may eventually do the trick, but it's always better to change the floor. Notice that you move faster when not jumping, so even when the jump-escape works, you probably slowed down so much that the tank will hit you anyway... Greetings, Manuel
  8. Hi there! 1. H.E.R.O. 2. Dig Dug 3. Battlezone 4. Demon Attack 5. Starmaster 6. Seaquest 7. Beamrider 8. California Games 9. Air Raiders 10. Adventures of Tron Greetings, Manuel
  9. Hi there! Here's two small tips from me: - Don't ever enter the top floor when its "empty". Only go there when you see what's moving there. - Also don't stay there a splitsecond longer than required. When the top bits are collected, it's most of the times even saver to drop down a floor and enter the beam there. Greetings, Manuel
  10. Hi there! Improving today to 65.000! Greetings, Manuel
  11. Hi there! Self-modifying ROM code, anyone? Only emulator correctly emulating this is PCAE Greetings, Manuel
  12. Hi there! Oops I didn't think that it would affect the carry status Hm... as ususal, I made a mistake though, as LSR certainly moves the lowest into the carry - just as one would expect... Hehe, I just realized this when wondering why I don't rather use BIT abs... Greetings, Manuel
  13. Hi there! It just moves the highest bit into the carry. For example you can do lsr swchb to check the reset switch. On a C64 or other computers it certainly makes more sense as they have RAM mapped outside the zeropage. Greetings, Manuel
  14. Hi there! Hm... my first thought would indeed be turning it vertical, as with Desert Falcon we have a good proof of concept that the original Blue Max perspective doesn't work too well on the VCS. I'm not strictly thinking River Raid though, but rather crossing it with Spitfire Attack... Greetings, MAnuel
  15. Hi there! Ok, first submission: 39.400 Greetings, Manuel
  16. Hi there! Thanks! Sorry for any confusion caused! Guess a couple of rounds in "A" was good practice for most Greetings, Manuel
  17. Hi there! Uihjah! keilbaca, you're sure with game "A"? Now this is tough! Greetings, Manuel
  18. Hi there! Always me... It'll definitely take some time until Crazy Balloon and Jumpman are finished, so anyone interested feel free to try their skills on any choice listed (or from the previous polls) in the meantime Greetings, Manuel
  19. Hi there! IIRC the diamonds score very low, 1-2 points or so. The bonus ships are the special targets in each level, like the Star Destroyers or Slave I. There's indeed only either a diamond or a special ships available at a time, listen to Gateway Greetings, Manuel
  20. Hi there! Rats! I've forgotten that I've only half the vertical resolution available for the second sprite... aw... must. do. another. redesign... ...tomorrow... Good night, Manuel
  21. Hi there! Uihjah! Strong support for the yellow face man! Ok, I continued tweaking it... and tweaking it... and tweaking it... And TADA: Here's finally a version *I* like as well, i.e. it can stay in the game! I think it looks even meaner now than the original Greetings, Manuel
  22. Hi there! When I'm sober in time, maybe on sunday Hm... well I'm sober, but downsizing the face now gives me nightmares. The original is 19*45, while the VCS would need it best at 8*34. I'm not too happy with what I can do here, attached is my best try so far vs. the original. Maybe I should try a fan? Greetings, Manuel
  23. Hi there! And the series continues. This time I picked a selection of classic 8-Bit computer games from Synapse. I picked the selection according to ratings given at Lemon64. Greetings, Manuel
  24. Hi there! Probably due to the same reason I switched back to programming the 2600: No real challenge anymore. Actually the PC demo scene is amazingly active. Much more than the scene of 2600 programmers for example. I'm totally blown away what those guys do today with "generating" algorithms, That construct complex music and grafics out of a handfull bytes. Sort of like very advanced "fractals" I think. For example, here's a few pictures of the Ego-Shooter "KKrieger", done in 96KB (That's just 3 times the size of "Fatal Run"!): Greetings, Manuel
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