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Everything posted by RevEng
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Nice trick! I've seen posts of several different round-about ways to share the sprite data, but that's definitely the best way to do it.
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The Wiimote does a lot more than just the motion sensing that Xavix has. The Wiimote has a digital camera sensor embedded in it to "see" the IR sensorbar too. But if you think the overall sports simulation is the key, I think Nintendo and Xavix both copied the company that came out with "LasaBirdie - Get In The Hole"
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Yup, that's right.
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IIRC it won't work with just bank4 set. Just go ahead and define them sequentially anyway. The don't actually need any code in them.
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Yeah, with bank switching you need to throw the sprite data in the last bank. Normally that's where bB places all the player0/player1 data anyway, no matter where you place it in your code. Because the shared-sprite technique uses a data: statement instead of player0:/player:, bB doesn't know it needs to do this for you. edit: dang! scooped by Michael!
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Check out the shared sprite data example in this thread: http://www.atariage.com/forums/topic/109288-code-snippets-samples-for-bb-beginners/
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Are you going to buy a Harmony cart for the Atari 2600?
RevEng replied to Random Terrain's topic in Harmony Cartridge
I like it. I think I'll do the same, and add in a "by company" category. -
I bought a launch Wii because I owned an original xbox, gamecube, psx, ..., and the 360 and ps3 seemed more of the same as the last gen, only faster with higher resolution. I was tired of all of the third person shooters on the other platforms, and the Wii promised a different direction. A lot of games have delivered on that promise. I later bought a 360 after a price reduction, because I missed some of those classic gameplay games and wanted to play titles that wouldn't make it to the Wii. (Prince of Persia, Halo 3, Left 4 Dead, ...) The 360 and Wii really are complimentary consoles in that way. One has classic gameplay with updated graphics and a popular online environment, the other has a lot of experimental titles with non-traditional game mechanics. And the thing about the Wii "what the GameCube should have been in the first place" is a bit tired. First off the gamecube was smack in the middle of the last gen capabilitywise, with the ps2 being the weakest console. Being the weakest of the bunch didn't seem to hurt the ps2, so why should the gamecube have been more powerful? With the Wii Nintendo took a chance and invented a new way to control games. In contrast, I could easily see Left 4 Dead and many of the other big 360 titles being on the last generation, albeit with cutdown graphics.
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NUSIZ0/NUSIZ1 is the key.
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The multisprite kernel actually uses the real P1 to draw all of the virtual P1 through P5 sprites. So any of the following will cause *some* flicker... P1 P2 P2 P3 P3 P4 You are guaranteed to get no flicker in the following cases... P0 P1 P0 P3 P0 P4 In the example you gave... P1 P2 P3 P4 P5 P1 P2 P3 P4 P5 P1 P2 P3 P4 P5 ...you'd probably get a whole lot of flicker. If you're looking to recreate a Space Invaders pattern without flicker you need a custom kernel. This requires a deep understanding of assembly language and VCS internals. You might instead try grouping your ships more organically or staggered vertically, and you also may want to use one of the virtual sprites for your ship instead of P0, since the other sprites won't frequently sit in a horizontal line with your ship. (though that will complicate collision detection)
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It's the other way around. The multisprites flicker when they're all in a horizontal line. YYYY = lots of flicker Y Y Y Y = no flicker
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I'd like to use a paddle and my joystick with the Kate Beckinsale game. Oh wait, you were talking about the game controls. Nevermind.
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You'll sometimes find that a syntax error elsewhere will trigger this kind of odd error. Without the source code its hard to say more.
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I'll miss the show too, but I'll be happy if I can get a Harmony this year. You first lucky bastards need to share the unboxing. I'll gladly give up a rep point for the first person to post a review here at AA and urge others to join in a rep point bounty!
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The symmetric thing is only for playfield data. The multisprite kernel doesn't use the same variables for player1 that the regular kernel does. You're probably not using the right variables... From RT's online copy of the bB guide:
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inexpensive eprom programmer, suitable for 27c128
RevEng replied to RevEng's topic in Atari 2600 Programming
Yes, its supposed to work with 27C32 and 2732. I'm still very happy with the purchase. The programmer does what its supposed to do, and it hasn't failed me once. -
Mea culpa, though my tongue was firmly planted in my cheek. I enjoy the motion control games too.
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I'll agree that a lot of game have unnecessary motion controls tacked on, especially earlier titles when they were a novelty. There are a lot of Wii titles that do it right too, including those that just use the wiimote+nunchuck combo just like a gamecube controller. (Only more comfortable) Not all the games have you swinging like an idiot, and the ones that do have motions that are often easier to learn than "press Z and analog-thumbstick+down to do foo." But to each his own. I also own a 360; each console has its own strong points and unique game styles.
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If you take the Wii down the homebrew/usb-loader route, its a fantastic value. I have ~20 full Wii games I've transferred onto a usb external drive. Using a usb loader I no longer have to take care of those oh-so-scratchable discs. Just select the game from a friendly menu and play. Off the same drive (different partition) I watch movies with mplayer. If I desired, I could also play DVDs with mplayer - the Wii is capable of playing DVDs, its just missing the software/licensing to do so. Tons of emulators have been ported to the Wii. If you don't have the real console, playing an emulator with your TV and console controls is the next best thing.
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Decapping an OTP EPROM will definitely make it reprogrammable, but if you tried to decap by hand it's fairly likely you'd take out one or more of the bond wires. Intel apparently had some success with using X-rays to erase OTP eproms and annealing them at high temps to fix the damage the X-rays would cause, but that doesn't sound like the most reliable method either.
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View your own profile, then choose "Edit my profile" at the top-right. From there you should have a "Manage Ignored Users" choice in the menu on the left. Happy ignoring!
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Problem 1: There is no label erase_line_1c_p1, but you're trying to goto it. I think you meant erase_lines_1c_p1. Problem 2: This one might just be a problem on my setup, but for some reason the asm is using "pfwidth" when pfres is defined, and pfwidth isn't in any of my headers or bB asm files. If you add "const pfwidth=4" in addition to the pfres constant, you can then compile.
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Are you going to buy a Harmony cart for the Atari 2600?
RevEng replied to Random Terrain's topic in Harmony Cartridge
Good to know. Thanks Thomas! And thanks for directing me to DriveSort, lgallair and deksar. That's much better than my previous workaround of creating a new directory and moving the files from command-line. -
Are you going to buy a Harmony cart for the Atari 2600?
RevEng replied to Random Terrain's topic in Harmony Cartridge
Is the game selection menu sorted, or in order of the FAT entries? I've had devices that do the latter, and when you drag and drop in Windows you wind up getting a file or two out of order. -
Nice! Thanks for the tip... I'll definitely use it! Thanks also for your online docs. I use them all the time for syntax lookup. Very handy!
