yllawwally
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Posts posted by yllawwally
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This is what I have, but I end up with each line of the sprite being different colors, but the colors shift as he moves up and down.
I'm setting up a pointer at the top like this
LDA #HeroGraphicsColor sec sbc Hero_YPosFromBot clc adc #C_P0_HEIGHT - #1 STA HeroGraphicsColorPtr
This is how I'm doing skipdraw in the kernal
;skipDraw ; draw Hero sprite: lda #C_P0_HEIGHT-1 ; 2 dcp Hero_Y ; 5 (DEC and CMP) bcs .doDrawHero_E1_e ; 2/3 ; should be bcs lda #0 ; 2 .byte $2c ;-1 (BIT ABS to skip next 2 bytes)(kinda like a jump) .doDrawHero_E1_e: lda (Hero_Ptr),y ; 5 sta GRP0 lda (HeroGraphicsColorPtr),y ; 5 sta COLUP0
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I saw a thread that mentioned skipdraw with color. I can't find a listing of it. What does the multi-color skipdraw routine look like?
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Is there a way to change the size of the characters for the menu? It is difficult to read the names. If it could be adjusted to show only 5 titles at a time they could easily read it.
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Transformers
The Littles
Snorks
BlackStar
Captain Caveman
Centurions
Fat Albert
Fraggle Rock
Knight Rider
Incredible Hulk
Mask
Plastic Man
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On the Visual2600 page, they have pictures of the TIA internals. Visual 2600 TIA They state that they will release the code soon, which should include the netlist of the TIA.
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The screen was 72 squares wide, leaving originally a 4 character margin on each side. The only thing about not changing the color for walls, was the doorway was inside the wall. If the door was closed a plus was there. I would say the genesis controller would work great for this game. One button for shooting arrow/zap. And the other for bringing up the menu, or the game select button on the console. If none of the rooms are lit, the most there would be is 9 creatures on the screen at once. 3 on each line, for 3 lines in a row. If scrolling is used, and the sprites left at 8x8 the graphics don't have to stay characters. We could draw up lots of nice looking monsters.
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Splitting the level into 2 screens, would make a half size map, because the sprites are 8 pixels wide. 160 across is 20 sprites wide, so you would need four screens, or have 4 pixel monsters and characters.
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The original rogue was pretty simple. Player stats, only had HP, Dex and Str. The original rogue is pretty doable. Rooms were random, but in a limited way. There was 6 to 9 rooms, with passages between them. They were always arranged, in a tic-tac-toe type pattern. There were few monsters on a level, about 4 to start, more joined in the longer you sat on the level. The light only showing close up is a bonus, because it limits the max number of monsters that need to be shown at any one time. So light should be implemented. Traps are pretty easy to do, and add alot to the game. I think hunger could be skipped, unless making a Moria clone. If stores were available on level 1, that would add alot. But rogue had no stores. There were 26 monsters, but no animation is expected so that would mean only 200 bytes of graphics. This game is probably doable on a standard 4k cartridge. I've always been surprised it never got made. No character classes, very simple leveling scheme.
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I was at a local thrift store called Teen Challenge a couple months ago. They had 2 2600 carts pacman and missle command. They wanted 9 dollars each. I tried to tell the guy at the register those games aren't worth nearly that. He looked at me like I was crazy. I haven't been there in a while, so I don't know if they eventually sold or not.
A large video game store just opened up in an old hollywood video. It's a big chain, but not game crazy or game stop. I don't remember the name. The place was huge I talked to some guy there, who said he was the manager and that they will sell all game systems except ataris. Because they didn't want anything older than the NES. Then I asked about the 7800 , and told him it was newer than the NES. I said so you're gonna carry colecovision and intellivision. He asked what are those. He looked them up, and said they weren't going to carry them either. They pretty much only were selling DS, PS1, PS2, PS3, XBOX, XBOX360, and NES. I didn't see any sega. However this seems pretty common. NES seems to be the only 80's system most places will stock anymore.
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You should try out vanguard. It was one of my favorite games as a kid. The 2600 is well known for shmups. Chopper command, is another good one. Defender, Super Cobra, laser gates, snoopy, are a bunch of side scrollers.
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For this portion of the circuit, the float is used because that line will be overriden by another gate. So ignore what's comming out of that gate, because something else will probably be controlling the line. Normally I would consider float to be a low or 0, if nothing else seemed to be controlling the line. If you look at the right hand side of the Divide by 3 section, you can see it's feeding back into that point, which is why they had to use a tri-state device.
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What was the equation for the polynomial counter used in pitfall?
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I hadn't noticed this on here. Sorry if this was posted about before. But I ran across this because of the recent post on the tia internals. This group reverse engineered the TIA and the 6502. Not by studying what it did, but with acid. They used sulfuric acid to melt the chip, and took photos of the internals of the chip. Then they converted these images to a netlist, and simulated the chips. They tested them by running an atari rom, with the simulated chips. On their website you can see the internals of the 6502 and TIA. They even have a Java based simulator, where you can watch the voltage in the transistors on the 6502. If someone wanted to create a TIA or 6502 with modern chips, these netlists could be used to create a nearly 100% accurate copy of the chips. This is probably the coolest Atari news I've heard in years.
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For question 1, that looks like a buffer. Often times they are put after oscillators to clean up the signal, and to prevent interference from making the frequency shift. You were almost right however, but it's more of a analogue to digital converter.
For question 2, The output at G is High then Float, repeatedly. You can see why they need to float when you look at the divide by three circuit, which needs to feedback into the input. If this wasn't a tri-state device, it wouldn't last very long before burning out.
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I'm not sure if anyone has tried it. But there's three basic ways to try to recreate it. One would be basically recreating the proto-type they had. Using components, op-amps, resisters, caps, etc. Might be a fun exercise. The second way would be an fpga type recreation. Where you use a modern device to recreate it accuratly. This is the way if you wanted a medium production run, over 1000. The third way would be emulating it on another device, such as a parallax propeller. This third option doesn't even need the leaked info. You would simply program it to do what the documentation says it should. To me this is the easiest way to it, but the least accurate. Probably the cheapest way for a homebrew type community, as well.
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What is a double game package? How are the carts different?
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I have always enjoyed gauntlet, I had it on the NES. I recall it being obnoxiously hard in the later levels. Such as the evil invisible wall levels. I haven't looked at any of the 7800 Homebrews, but certainly would give them a try.
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Does the 7800 have any RPG style games?
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I played my 2600 until about 94. Then put it away for about 10 years. When I was a kid I remember when my 2600 broke, and my dad took me to the game store. They had both the 7800 and 2600. The 7800 was 100, and the 2600 was 50. So I got the 2600, and wireless controllers. Looking back, I should have gotten the 7800. For a while I had been thinking of picking up a 7800. Months ago, me and my wife were at walmart on black friday. We plan bf every year and camp out, at the stores. We went to walmart in the morning, after a couple other stores. I was walking to the toys section. When I overheard someone on another aisle, say they had a 7800 they wanted to sell. I ran around the corner, and asked the two employees, they said another person had said it who just walked away. So I ran around the corner and found her. She told me she had a 7800, that she got as a child. It had about 50 games, and a couple controllers. I gave her my number, and she put it in her phone memory. I didn't take hers. I found my wife in a little bit, and told her I gave a girl my number. Which of course, elicited a not very friendly look on her face. I told her about the girl selling the atari. We went home, I expected a call the next day or so, she had she needed to unpack it. After about a week, I gave up, and began kicking myself for not taking down her info. I never expected to hear from her again. I kept thinking about the atari. Even in December I was annoyed with myself, for not getting her number, I went to the walmart a few times, but never ran across her. I looked on ebay a few times, almost buying one. Then about 3 weeks ago in April, I got a text that asked if I was still interested. I said sure how much did she want. She replied back 50, but I was busy and didn't get back to her for about an hour. She texting me again, saying am I still interested, and she'd take 40. I said, when can I pick it up. The next day I drove to her place, and picked it up. There were about 40 2600 games, and a dozen 7800, with about 4 controllers. I just thought I'd share.
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I always liked the castlevania series. It was a little difficult but could be beat. However, Ghosts and Goblins was infuriating. I only was able to beat it playing on an emulator, using save states. I once read a review of the game, where they said it must have been designed by Satan himself, which if you played it you'd agree. Especially the last levels. If you somehow manage to get to the last enemy and you didn't have the right item, you got the pleasure of replaying the most difficult portion of probably the hardest game ever made. If you somehow get past all the bugs and glitches, and then defeat Satan, you had to play the whole damn game again, which to me is just being spit-full. To make it even harder the game always puts the least useful weapon in the most difficult to get past places.
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People seemed sure, homebrew would be going any day. However that was a long time ago, and I haven't seen it yet. I was hoping someone here might know of some homebrew games.
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Has anyone got anything usefull running on this, yet?
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Here's a link to a topic about the pong machine http://www.atariage.com/forums/topic/140122-schematic-on-atari-arcade-pong-game/
Pong was made with discrete logic, it was CMOS and TTL chips. It could not do color, it was too slow to handle the amount of information needed for the color bust. Resolution 455 by 262, 66 chips, and ran at 2MHz, which was faster than the 2600.

Skipdraw
in Atari 2600 Programming
Posted
I see what I was doing wrong. I wasn't setting up the pointers properly. Below is the code I used that worked.