Jump to content

Zach

Members
  • Content Count

    2,097
  • Joined

  • Last visited

Everything posted by Zach

  1. Yep, and unfortunately one of the bugs that emulators don't show appears. There is a small gap between the player objects. Chances are this is due to writing to the HM registers too early in the scanline. The Stella Programmer's Guide has more information. It's an easy mistake to make, and others have done so before, so think of it as a programming rite of passage. Otherwise the work so far is looking great!
  2. Oh my. Does that mean that an asymmetrical playfield on reflected graphics is incompatible with cycle 73/74 HMOVE repositioning? If you must write to cycle 48, that means that the closest writes you could do to RESPx are cycles 45 and 51, 18 pixels apart! Has anyone else dealt with this problem? I don't have the cycles nor a free X to do the SAX trick (Use a repeated playfield, set X to #$0F, do STX PF0, then load a single byte for the next PF0, and the right PF2. Use STA on PF0 and SAX on PF2.)
  3. Do you need a Cuttle Cart 2 to run that? I'm still hoping for Centipede/Millipede TB for the 2600, although I understand the limitations that do not make it easy.
  4. My worst idea, which I've actually considered making for April Fools' Day: Calculus Grand Prix.
  5. Happy Anniversary, Thomas! What kind of information on TIA programming was available back then?
  6. Is that Artie's younger four-switch brother? R.I.P.
  7. Toyshop Trouble and Reindeer Rescue seemed a little bit low, until I realized that the limited editions probably don't get counted.
  8. Hi Albert, I made a video of Four-Play for YouTube. It wouldn't be too hard to add an AtariAge title at the end. Anything else you think this video needs? http://www.youtube.com/watch?v=Lcq27Ce9Z68
  9. Nice thought, but Go is too different for the Othello code to be useful. For one thing, Go is played on a 19x19 board. It can be played on smaller boards, but the dimensions are almost always odd numbers.
  10. As stated above, the graphics are already done, and AI is far too complicated for the VCS. The best AI I could do would only challenge beginners. However, I've been thinking about turning my Go kernel into a full-fledged two player game. I would keep it at 4K to minimize costs. How much interest is there in such a cart?
  11. Nice work, Devin. I especially like the fading effect with the title screen.
  12. Today is the last day to pre-register! http://www.caextreme.org/ticket_information
  13. Thanks Thomas, once I finish all the optimization I can do, I will post the source code to see what ideas you have. I'm also working on a version that uses the joystick instead of the keyboard. I like the interface better, but the joystick logic takes up space.
  14. Nice, John! And I was pleased just for getting under 40 bytes, not counting the table. It'll take me a while to figure out your code works.
  15. I found a better use of my Tic-Tac-Toe kernel, and this time it's a one player game. Again it uses the keyboard controller, but this time you use all 12 buttons. The game is one of those classic puzzles where you slide tiles into a particular order: If I can find the space, future versions may include an automatic scramble if you hold reset, or a little recognition if you solve the puzzle. RAMslidingPuzzle_18May09.bin
  16. I meant restarting the game inside RAM. I understand that it takes a lot of bytes. It was worth thinking about, at least. I tried an earlier version without sound, and I think I underestimated its importance. I'd choose sound over resetting.
  17. I got sound working, and changed the colors. There are now 8 bytes to spare, though I'm not sure what to do with them. The most compact code I've come up with for checking for three-in-a-row is over 40 bytes. RAMtictactoe_11May09.zip
  18. Thomas, do you think you'll be able to put in a reset option? It's fun to be able to pull out the cartridge and keep playing, but no so much fun to be limited to only one round. I consider resetting to be higher priority than sound.
  19. Here are the keypad controls in Stella: LEFT RIGHT 123 890 qwe iop asd kl;
  20. It's not much, but it's enough to join the club. It's a two player game using keypad controllers. You can use reset to clear the board. To launch Stella so that it emulates keypad input, use "Stella -bc Keyboard RAMtictactoe.bin" I was hoping to fit in some logic to automatically check for three-in-a-row, but that won't happen for a while, if ever. RAMtictactoe.bin
  21. You rock, Thomas! Can't wait to play this on an Atari with an empty slot.
  22. Wow! All homebrews, and one prototype. (I knew a Four-Play reference was going to appear in this thread.)
×
×
  • Create New...