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Everything posted by khryssun
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TIP : How to get the key easily (very useful on maps where your location isn't displayed e.g run 9) Walk around in the maze to search teleportation doors (there are a lot and they are easy to find)... you get a lot of chances to get the key during the teleportation period. If it don't work the first time, repeat the operation again. Usually I get the key using this tip with less than 3 teleportations. after you'll just have to go to the right side to find the out door Use without moderation
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My high Score is 3314
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Oooops I made a mistake Please remove my Highscore of 7852... I just notice I had misplaces the difficulty switch of my 7800 (A and B isn't indicated so I played in novice mode insteed of expert). The best score I made with the right configuration is 3775. I played only 3 games but I have no longer fun to play reactor... so this will be my last submission. Thanks
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My current highdscore : 7852
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this may help you : http://www.atariage.com/forums/viewtopic.p...t=29323&start=0
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here is my high score so far : 72130
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I finaly broke the 100,000 points limit My last Highscore is 100,180 I loose my ship just because I wanted to look at the score. A fatal error. Not really a tip but an advice : At highest levels, never look at your score before the end of the game. I'll try to do better tomorrow good night
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With some days of practice...97,230
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What happened to your Original Atari as a kid in 70-80's?
khryssun replied to Kenwood's topic in Atari 2600
I sold it with some games to buy a colecovision fortunatly I kept 1/3 of my original games -
My latest record : 154710
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Atari 2600 Rarity guide - PAL format ?
khryssun replied to khryssun's topic in Site and Forum Feedback
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Atari 2600 Rarity guide - PAL format ?
khryssun replied to khryssun's topic in Site and Forum Feedback
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Hi, If I'am not wrong, it seems you have removed Pal versions of some games of the list. e.g. Star Wars - The Empire Strikes Back isn't listed, Pac Man neither... It was very useful to know all the format produced for each game. even if you don't know the rarity of the PAL versions it'd be interesting to know that such game or another is available in this format or not. can't you update the database in this way please ? Thanks, Chris
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74190 for this first session
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Hi, Please add me to the list, It's never to late to participate... I'll start the next week contest Thanks !
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Hi, Thanks for the info. Like Thomas I hope it will come back soon... I Miss it The *good* new is that if all the messages are queued, we should have a lot of stuff to read when they were delivered. Take care, Chris
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Is it me or there are some problems with the Stella mailling list ? I haven't received anything since some days, I tried to post on it some hours ago but I haven't received the message I've posted yet. What about all other stella users ? Is it working for you ?
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Works fine Thanks
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Hi, The link seems to be dead. Does anyone know where I'll be able to find the software and the doc for download ? Thanks
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VBLANK - Why this code don't work ? HELP
khryssun replied to khryssun's topic in Atari 2600 Programming
And here's the explanation of this by Chris Wilkson : Thanks all -
VBLANK - Why this code don't work ? HELP
khryssun replied to khryssun's topic in Atari 2600 Programming
I received this answer from Erik Mooney (on the stella list) that solve the problem. I post it, it may be helpful to other programmers. Many thanks Erik -
Here is a mysterious bug in the VBLANK routine in the program below. The VBLANK routine burns 36 scanlines instead of 37 ! See the comments I put into the code for more explanations, if you have an answer to this riddle, it's welcome... This bug drives me crazy processor 6502 include "vcs.h" include "macro.h" SEG ORG $F000 Reset ; Clear all and Set Stack Pointer to #$FF SEI CLD LDX #$FF TXS LDA #0 Clear_Mem STA 0,X DEX BNE Clear_Mem LDA #$80 ; Blue STA COLUBK ; Set Background ; Start to Build Frame Start_Frame ; Start of Vertical Blank LDA #2 STA VSYNC STA WSYNC STA WSYNC STA WSYNC ; 3 Scanlines of VSYNC LDA #0 STA VSYNC ; Start of Vertival Blank ; Count 37 Scanlines------------ Start LDA #43 STA TIM64T Wait_VBLANK_End LDA INTIM BNE Wait_VBLANK_End STA WSYNC ; Count 37 Scanlines------------ End ; In fact the code above (between ---Start & ---End) ; burns only 36 Scanlines !!! ; In theory it should burns 37 Scanlines : ; 43*64 cycles = 2752 cycles ; 2752 cycles / 76 cycles per Scanline = 36.21 ; Waiting the end of the current scanline drawn ; with STA WSYNC should lead to 37 Scanlines. Right ? ; ; In practice it's WRONG : it burns only 36 !?! ; Use DOS version of Z26 and press ALT 9 to display ; the number of scanlines drawn : ; you'll see 261 instead of 262... ; ; Replace this part of code with basic following code : ; ; LDX 37 ; Vertical_Blank ; STA WSYNC ; DEX ; BNE Vertical_Blank ; ; And it will work (total = 262 scanlines) ; Where is the bug in the first code ??? LDA #0 STA VBLANK ; Enable TIA Output ; Display 192 Scanlines LDY #192 ; 192 Scanlines Picture STA WSYNC DEY ; End of Picture ? BNE Picture ; No = Continue ; Frame Ends Here LDA #%00000010 STA VBLANK ; Disable TIA Output ; 30 Scanlines of Overscan LDX #30 Overscan STA WSYNC DEX BNE Overscan JMP Start_Frame ; Build Next Frame ORG $FFFA Interrupt_Vectors .word Reset ; NMI .word Reset ; RESET .word Reset ; IRQ END
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For those wondering what is this game, here is the pic (C64 version) : and the manual : Hope this'll help Chris
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My pleasure Thanks for your support !!!
