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RevEng

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Everything posted by RevEng

  1. No idea about the blue screen. Maybe you put the subroutine in the code flow? Here's the integrated routine. You're subtracting more than 1 in another area, so I updated it to only look at the top 4 score digits. Steamboat_VS_Red_Button_FAST.bas
  2. For some reason some weird underscore characters got added to my post, for those dim statements. I've edited my post now to remove them. If you have them in your source, remove them and try again.
  3. SainT advised to not bother. 7800GD interacts with the 7800 console boot, and won't work in any capacity in a dumper.
  4. The first part of this is to break out the score into 3 different variables... dim sc1 = score dim sc2 = score+1 dim sc3 = score+2 Then you can do one of two things... 1. you can test if the score is zero prior to subtraction scorepenatyroutine if sc1=0 && sc2=0 && sc3=0 then return score=score-1 return 2. you can bump any negative scores back to zero checknegativescore if sc1=$99 && sc2=$99 && sc3=$99 then score=0 return If there are penalties greater than -1, you'll need to adjust how you handle sc3 for values less than -100, or sc3+sc2 for values less than -10000. If my reason for using hex numbers in the example isn't clear, check out the docs on BCD numbers.
  5. Hur hur hur There's a known issue with dumping 7800 Crossbow with certain carts, where 16k of data isn't able to dump. This is what that Crossbow screen normally looks like...
  6. You're welcome. I'm not 100% sure what's going wrong with Hero2, because I don't know what format the game is actually in, since there wasn't a public rom release.
  7. The console is having difficulty reading the cart, and you got lucky on one dump. Cleaning the cart may or may not help 2600 games actually vary in framerate, depending on how many scanlines they use for the display. If you run H.E.R.O in stella and hit Alt-L you'll see the game is 263 scanlines, which causes the game to run at 59.8 Hz. If you do the same with California Games, it's 262 lines and 60Hz. The occasional blip you're seeing with games that aren't 60Hz is due to HDMI not having a corresponding 59.8 Hz mode, so a frame needs to be dropped somewhere to match. (in this case, 0.3 % of frames) Leading up to the drop the FPS will be a little above the target FPS value, and after the drop it will be a little below the target FPS value.
  8. Yep, that's pretty much it. One bit is the direction, the other is the clock. If either changes, you can add/subtract 1 from the coordinate. You need to do many reads per frame for a decent speed.
  9. There's your problem. That's the thing about NMI on the 7800... they get less timely the more stuff you throw up on the screen. You might want to look at dma masking as an alternative to modifying charbase in an nmi, in addition to paring things down a bit.
  10. Hmmm... not quite. The halt line is floating on a 2600+, so it can't read Maria's bankset banks like a 7800 could. Petscii Robots works in the 2600+ emulation if you load it via a flash cart as a plain 256k supergame, or if you have a test image that has the Petscii Maria bank embedded... we can't do the latter for an official release. (It was just done to test the emulator)
  11. Are you sure the object in that last zone is in the right mode, and has a proper terminator?
  12. I'd love to see that happen. I'm pretty sure Atari is aware of the games sold in the AA store, given they now own AA, but nobody has approached me or @mksmith about it.
  13. Oh sure. He was "just following orders". But the sadist had a big old smile on his face as he did each horrible thing.
  14. Not presently. When I get a chance I'll look at adding an escape character... getting the preparser to go along with it may take some doing.
  15. Thanks for that guys, and you're welcome Karl! I'm going by the first public 0.1 beta release, which was February 28th, 2014. The first post in this thread was on that day (though it was updated a bit when 7800basic moved to github) I also have an old blog entry about it too.
  16. There's a new v0.33 7800basic release at github. Changes include: feature: auto-dimensioning of variables added feature: alphadata statements can now also contain literal values feature: strcpy added for quick population of ram with text strings feature: PLOTSPRITE/PLOTSPRITE4 commands can now use variable arguments fix: compressed files didn't previously work in folders fix: brief hiscore screen glitch could occur fix: double snes2atari controlled by first port fix: data statement line length being exceeded didn't trigger line length error fix: sprite index could fail with very tall and wide tallsprites If I've discussed a fix/change with you and you don't see it above, I haven't forgotten. I'm just a bit short of time these days, and wanted to get these features and fixes out first. I also noticed that in a few weeks 7800basic will have been around for a decade. I guess I need to go eat some cake or something.
  17. To get the 2600+ to look like a proper usb-c legacy device, I used a usb-c to usb-a adapter... ...and plugged the USB-A end into the USB-A to USB-C cable that comes with the 2600+. This arrangement should allow the 2600+ to work with anything that's USB-C standards compliant, like USB-C computers or compliant USB-C OTG splitters. (the latter is how I'm connecting a keyboard). I seem to have poor luck picking cursed adapters, and I didn't want to Frankenstein a cable, so intentionally "fixing" the legacy pull-down issue was the easiest course for me.
  18. Flip your difficulty switches. The updated corrected the switch positions, and Phoenix plays the background sounds based on the difficulty switch position.
  19. Is that an instruction book, or is it Mushroom Kingdom propaganda?!?!
  20. Let's keep this thread on topic. (2600+ firmware update)
  21. 7800basic normally reserves ~4k of space at the end of the last bank for its runtime code functions, which isn't enough for all of the features you could possibly enable. So you need to give up some space elsewhere in your rom, to house those features. Check out the feature modules section of the docs for details.
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