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Pat Brady

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About Pat Brady

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    formerly bizarrostormy
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    Madison, WI, USA

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  1. I just received my order. My wait was not quite 3 months. I knew up front it might take a while. Everything was in, uh, order. Thanks John!
  2. It's on the list for my next AA Store order.
  3. You can save 2 cycles per iteration by getting rid of the cpx if you change 208 to 209 then subtract one from each use of GridRow0 and GridRow11 (i.e. GridRow0-1,x). Make sure that GridRow0-1 and GridRow0+208 are on the same page (and same for GridRow11). I'm guessing you have defined your chars so that pods are between 18 and 28. If you can move them down to 0 to 10 then you can eliminate 2 cmp and 2 bcc per iteration.
  4. Oh no. My condolences to his family.
  5. From what I know of this game, I'm assuming the operations you need to do are: add a pod at a specific location, detect a pod at a specific location, promote or demote a pod at a specific location, advance the promotion timer for all pods. Of those operations, the last is the only one that can't be done efficiently from the charmap. Adding coordinates means that not only do (4,5) and (5,4) share an index, so do (6,3), (3,6), (7,2), etc. That seems like too much overlap. Also IMO you should only delete pods via gameplay. 418 locations can be mapped in 9 bits. So one possibility is: maintain your list of pods with each entry being 2 bytes. Another possibility: maintain a bitstream and peel off 9 bits at a time. I'm not sure about 7800basic, but in assembly you can use the C flag as a pseudo-9th bit for lookups. Yet another possibility: use 8-bit indexes, each referring to 1 or 2 different locations, then for each index in the list, check both corresponding locations for a pod. If you have spare RAM, you can avoid linear search through the list by maintaining a reverse map (i.e. map the coordinate to a list entry). If you use a true linked list, you need to track which addresses are available. If you use an array, you have to shift entries when you delete one. I'm not sure which is better. Array surely uses less RAM and is simpler to code, linked list probably has better worst-case cycle count. Hope this helps — it's entirely possible I misunderstood something fundamental.
  6. Thank you for making it work on 48k machines. I will buy a copy for sure.
  7. Mine arrived today! Very nice so far. Next time I need to remember to use a Genesis controller. I probably would not have ordered if @darryl1970 had not spoken up. I'm glad he did.
  8. Oh, in that case, please add me to your lists for 2600, 7800, and Vectrex (and NES if you have any). Also might be interested in some CV stuff if that ship hasn't sailed. My wishlists are mostly carts that are not super-common but also not super-rare.
  9. Okay, but if "probably feasible in the late 1980s" is the standard for authenticity, then cart RAM and some level of coprocessing are absolutely authentic.
  10. I won't name names here because I don't want to pit any innocent programmers against David Crane, but I've seen some astonishing stuff in games that don't use extra RAM or a coprocessor. Though from what I've seen of Circus Convoy, I'd include the giraffe in that, so maybe I just have a lower bar for 2600 astonishment than you and MrTrust. Is a 128k ROM remotely authentic?
  11. I have the binaries in this thread (post #83 and #87, August and September 2019) and also the ones in the zip file of your games. The zip file binaries are different and have April 2020 timestamps. What's the difference?
  12. I believe R&V used a custom mapper in addition to its sound chip. I'm not sure what R&V has to do with Gauntlet anyway. Very different games with very different demands.
  13. The current diagonal animation looks nice and does evoke a butterfly. It's way better than "mostly OK." My suggestion was just brainstorming. Anyway, thank you for trying and explaining. It makes sense.
  14. There is another possibility: different people have different tastes. The first time I saw SMB I was completely blown away. That was not from marketing. I didn't know anything about it when I saw it at a friend's place. (Thanks, Scott!) A whimsical, brightly colored scrolling platformer with a vast scale for its time and great music (and carefully tuned mechanics, though I didn't recognize that until much later), it looked, sounded, and played like no other game I knew. Nowadays it's a bit dated, especially the one-way scrolling, but so are many other 8-bit games. I still like to play it occasionally. Not everything that's popular is Britney Spears.
  15. archive.org has it here.
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