Lillapojkenpåön
-
Content Count
486 -
Joined
Posts posted by Lillapojkenpåön
-
-
On 5/30/2020 at 2:52 PM, Prizrak said:I wouldn't due to the need for a joystick to be in the left controller port as well as the right. One directional pad or stick per controller. One controls character direction and the other the firing direction.
Sent from my SM-N960U using Tapatalk
Would it be impossible to read two sticks from one port without overlapping bits? If so couldn't you make a version that reads them every other frame?
character direction
firing direction
character direction
firing direction
EDIT:
Or what if you got two 8bitdo receivers, and paired one dual stick controller to both of them, I'm gonna sell my edladdin and do some testing
-
How do I use breakif { _scan==#263 } in Stella? I thought I remembered being able to paste it in there but I can't
-
20 minutes ago, Gemintronic said:I think const and def are more or less doing a text substitution swap before compilation. Using that assumption not sure how the space savings is happening.
def does, const needs to be a value I guess, not code
-
1
-
-
Found this thing, but I have no Idea if you can read two sticks from one port?
https://www.8bitdo.com/retro-receiver-genesis-mega-drive/
but also found this, which I didn't know about
If it's correct and it doesn't work, this should work:
-
1 hour ago, Lillapojkenpåön said:or this
; some code for 1st block
jmp .bs6
; unused filler is here
ORG $60a4
.bs6
this looks good in the listing file but only black screen, why? other ORG's interfering?
the other one, that should have been _bank6data + 31, also looks good, but origin reverse-indexed error 😭
-
Haha, what are the odds of me accidentally checking the wrong previous label, and using that number causes it to align to the right address, 164 is exactly where it should be 😵
to many here's, would this work
_bank6data SET * ; some code for 1st block jmp .bs2 ; unused filler is here bs6 SET _bank6data + 164 ORG bs6
or this
; some code for 1st block
jmp .bs6
; unused filler is here
ORG $60a4
.bs6
-
1 hour ago, SpiceWare said:I have a total control plus playstation/playstation 2 to dreamcast adapter so I can play wireless and with two sticks, they are cheap and contain allmost nothing, they used to come with a plug so you could hook up a 9V power adapter for the wireless controllers that requires 5V, but guess the manufacturer saw the long threads of people complaining about the adapter "not working" so now they've removed the 5V regulator since no one figured out how to use it anyway and it was probably the most expensive part, I believe these are still being manufactured and sold by ems, and recently another company released a ps3/ps4 to dreamcast adapter,
so there are allready companies that could spit out an ps to atari adapter quickly if enough people showed interest,
write ems if you want an ps/ps2 adapter
http://www.hkems.com/m_main.htm
write brook if you want an ps3/ps4 adapter
https://www.brookaccessory.com/detail/47613739/
and inform them about this new game that will make alot of people want/need one
or any of the other millions of these adapter companies
I want both 😁 but any would do since this beast would take care of the rest and add wired xbox360 controller support
https://www.psxcare.com/universal-adapter-ultimate-for-xbox360-xbox-one-ps2-ps3-ps4-kontroller
-
2
-
-
19 minutes ago, Andrew Davie said:I totally don't understand your usage of "align" or what you're trying to do here.
If it's to get bankswitching code in the right place, then I've not seen it done using aligns. It might work.
Generate a listing file, and have a look at the assembly. That will clearly show you what is where.
I have only ever used "align" to get to page boundaries. The "align 133" would, I assume, align to the 133rd byte in the current page, except where you're already past that, in which case it will be the 133rd byte in the NEXT page. It's still bizarre usage to me, tough.
You code, as shown, does not seem to have much of any idea where it is related to page boundaries.
Not saying it's wrong - it's just very foreign to me, this usage.
Yes it's to get the bankswitching code in the right place, I was using nop's but since I have a compile time condition and probably will add more I thought I'd try it instead of adding compile time conditions with different amount of nop's, align seemed like the obvious choice, but maybe there's better ones? I would like to know.
6096 4c a4 b0 jmp .bs6
6099
60a4 00 00 00 00* align 133
60a4 .bs6
60a4 ad f7 1f lda $1FF7I wouldn't say clearly, I can't read hex, I thought the low byte of the address was the number of bytes into the current page (high byte),
I was displaying that in my score as decimal to see where I was, but I seem to have been wrong?
How do I use these hex numbers to my advantage not knowing what they mean?
-
On 5/20/2020 at 2:18 AM, Lillapojkenpåön said:ldx #2
jmp .bs5
;there's a couple free bytes between here
align 133
bs5
lda bankswitch_hotspot-1,x
rts
If I remove the jmp to .bs5 will the program counter jump to .bs5 by itself or will it take time doing a couple nop's first?
Actually #<bs5 is 164, so why am I not aligning 164? I must have understood why when I did it, but now I don't???
Or I checked the wrong address and it was a lucky accident it worked? But why is it working?
_bank6data ; #< = 133
lda (DataPtr),y
sta DF0PUSH ;210
iny
lda (DataPtr),y
sta DF0PUSH ;209
if PFRESOLUTION == 22
iny
lda (DataPtr),y
sta DF0PUSH
endif
;ldx #2
jmp .bs6
align 133
.bs6 ; #< = 164
lda $1FF7
rts
-
Ok thanks.
I'm a bizarre dude 🙂
It's for a bB thing, and 133 bytes are allready used in bank 2 by the kernel, so that's where the bankswitch code ends up if you put it first thing in that bank,
it just so happens the code I'm bankswitching to fits allmost perfectly above it in the other banks,
ldx #2
jmp .bs5
is the end of that code where I return, I just realised I can put the align before that codeblock to just fall into the return.
-
2 hours ago, Andrew Davie said:Useful tip:
You can align to a page boundary in DASM by just using " align 256" in the source code.
No need to add padding bytes manually.
ldx #2
jmp .bs5
;there's a couple free bytes between here
align 133
bs5
lda bankswitch_hotspot-1,x
rts
If I remove the jmp to .bs5 will the program counter jump to .bs5 by itself or will it take time doing a couple nop's first?
-
I'm unlearning alot!!! 🙂
-
Aha, I thought old TV's only displayed interlaced if you played interlaced footage, now it's starting to make sense.
-
Well no one knows it's a table except me now that I think about it 🙂 cool tip 👍
-
I can use it in the middle of a table?
-
Try not renaming it, and no includesfile
-
Would it help to upload a bin?
EDIT:
Solved it, I was forgetting to set Index to 251 when 0, when scrolling that way
-
One thing I don't understand is why drawing 192 scanlines doesn't just draw a picture on half the screen? doesn't old ntsc tv's have a 640x480 resolution? That means 480 scanlines right?
Does the atari draw bigger scanlines than the TV normally would?
-
I have a problem that's driving me nuts,
I have a table that looks like this
255,255,63,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,34,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,34,0,4,32,0,4,32,0
4,32,0,4,32,0,4,32,0,4,32,0,4,33,0,4,33,0,4,33,0,4,33,0,4,32,0,4,32,0,4,32,0,4,32,0,4,48,0,4,56,0,4,60,0,4,60,0,4,0,0,4,0,0,0,0,0,128,0,0,128,0,0,128
0,0,128,0,0,0,0,0,0,60,0,0,60,0,16,60,0,16,60,0,16,32,0,16,32,0,0,32,0,4,32,0,4,32,16,132,32,16,132,32,16,132,32,16,132,0,16,132,0,16,132,0,16,132,32,16,132,32,0,4,32,0,4,32
0,4,32,0,4,32,0,4,32,0,4,32,0,4,33,0,4,33,0,4,33,0,4,33,0,4,33,0,4,33,0,4,33,0,4,33,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32
0,0,0,0
0,4,32,0,0,32,0,0,32,128,1,56,128,1,56,128,1,56,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,32,4,32,32,4,32,32,4,32,32,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0
4,32,0,4,32,0,4,32,0,4,48,0,4,32,0,4,36,0,0,32,0,0,33,0,0,32,0,64,32,0,0,32,0,0,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4
32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32
0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,0,0,4,0,0,4,0,0,4,32,0,4,32
0,0,0,0
0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,0,32,0,0,32,0,0,32,0,0,0,0,0,0,0,1,0,0,1,32,0,1,32,0,1,32,0
1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,0,32,0,0,0,0,0,0,64,0,0,64,0,32,0,0,32,0,0,32,0,0,32,0,1,32,0,1,32,0,1
32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,0,32,0,0,32,0,0,32,0,0,32,0,0,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32
0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8
0,0,0,0
0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0
4,32,0,4,32,0,4,32,0,4,32,0,4,0,0,4,0,0,4,0,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,0
32,0,0,32,0,0,32,0,0,0,0,0,0,0,1,0,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,0,32,0,0,0
0,0,0,64,0,0,64,0,32,0,0,32,0,0,32,0,0,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32
0,0,0,0
0,0,32,0,0,32,0,0,32,0,0,32,0,0,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,8,0,4,8,0,4,8,0
4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4
32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32
0,4,32,0,4,0,0,4,0,0,4,0,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,0,32,0,0,32
0,0,0,0
0,0,32,0,0,0,0,0,0,0,1,0,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,0,32,0,0,0,0,0,0,64
0,0,64,0,32,0,0,32,0,0,32,0,0,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,1,32,0,0,32,0,0,32,0,0
32,0,0,32,0,0,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,32,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8
0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,0,4,8,255,255,15
0,0,0,0
It's playfield data, and the last four bytes on each page is just padding to keep it aligned, 63 values on each line plus four padding bytes = 256
I had to do it like that because I read three values at a time, so when the index is 251 I increment the page and set Index to 0
I can scroll perfectly to the left like that, but the problem is when scrolling back, the data is for the pixels to be turned on after scrolling the screen, so every three values is a playfield column, so ofcourse when scrolling the other way, I now need to read the data that's 99 (width 32 x height 3 + one column 3)
positions before Index, pretty easy
lda Index
sbc #distance
tay
but when Index is less than 99 and the left column is on the previous page you need to also skip the padding bytes right? I tried it like this
lda Index
cmp #distance
bcs .skip ; skip if Index is bigger or equal to distance
dec Page ; decrement Page if Index is smaller than distance
sec
sbc #distance + 4
jmp .123
.skip
sec
sbc #distance
.123
tay
Anything wrong with that code? or else I'll post more of it
The problem I'm seeing is that sometimes the playfield moves up, then back down again, so seems to have to do with the distance.
-
You might only need to copy defaults.inc to your project folder and comment pf_scrolling.asm in it,
bB is surprisingly good at finding any custom files in that folder.
-
1
-
-
johnnywc right now when you shoot diagonal
the shot looks like this
xx
xx
xx
xx
have you tried this to make the pixels square
xx
xx
xx
xx
xx
xx
xx
xx
and moving the y pos twice as much the x pos to shoot true diagonal?
-
1
-
-
I'm so happy some of the best programmers and pixel artists in the world happens to be really into the 2600, because so am I!!!!!!! 🤠
This one's surreal.
-
6
-
-
On 5/15/2020 at 12:46 AM, ZeroPage Homebrew said:Ooh, if someone's handing out Edladdin Twin 78 controllers, please put me on the list too!!
I have one of those, and I'm surprised I've not seen anyone complain about how horrible the joysticks are that they use, I believe they are for industrial machine use, made to be easy to hold in one direction for longer periods of time. They're impossible to do any kind of serious precision gaming with, everything about them feels wrong, the lack of resistance, hard to hit the diagonal spot, how far you have to move the joystick to push the buttons, and that there is no stop there, you can move it alot further after that, if you're moving right and want to go left you have to move the joystick 90 degrees!!! ok rant over.. I've been so pissed at that thing since spending $179 plus international shipping, plus custom fees..
Selling it for the price of the most expensive pro gaming arcade sticks kinda makes you think that's what you're getting, but the main part is not even meant for gaming. 👎
-

bluetooth to 2600
in Atari 2600
Posted
Is it possible to pair one controller to two receivers?
Is there some software that let's you re-map buttons?