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Posts posted by khryssun
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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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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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I sold it with some games to buy a colecovision
fortunatly I kept 1/3 of my original games

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My latest record : 154710

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The database generally doesn't contain listings for PAL games where there is an NTSC counterpart. Most of the PAL entries are for games that were never released in the US. This is mostly pirate games' date=' but there are various games released by US companies that never made it here (several by Atari, for instance)...Al[/quote']
Hi,
I understand this point of view, but don't you think it will be interesting for PAL users to have a rarity guide with all the format availables for each game ? I just submit this idea because sometimes, before purchasing a NTSC game for our PAL/SECAM VCS, I'd prefer to know (and I think I'am not the only one in this case) if a PAL version was produced, just because it works better.
Adding such info (no need to add the rom file) will make the AtariAge Rarity Guide the most comprehensive of the ones existing on the web

Thanks
Chris
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The PAL stuff is still there' date=' the search page defaults to NTSC only so you probably need to change it to "all".Mitch[/quote']
I'm pretty sure I've changed it to ALL and I've made no mistake...
To be sure, I just try to search for "Space Invaders" with REGION [All] and TV FORMAT [All] and the list generated displays only NTSC format....
it's the same with pac man and so on....
There might be a bug somewhere....
Please make a test
Thanks
Chris
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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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I've updated my VCS 2600 Programming page for newbies with a new chapter about symmetrical playfield horizontal scrolling.
Include :
- Logic scrolling schemas (right/left scrolling).
- binaries (scrolling demos).
- sources codes.
http://khryssun.free.fr/programming.html
hope this'll help
Chris
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And here's the explanation of this by Chris Wilkson :
(BTW, Erik you were right on how it works. Here's why.)
The timer is in fact decremented immediately. But that's not what causes the confusion. Your code checks to see if the timer is zero and branches as soon as this happens.
But remember that the RIOT's timer ends at the *end* of the zero count, not the beginning.
Thanks all

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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
> - Storing 43 into TIM64T burns 43*64 = 2752 cyclesNot exactly. Based on a quick test in PCAEWin's debugger, when you
store 43 into TIM64T, it *immediately* decrements to 42, then waits
64 cycles before decrementing to 41, 40, and so on. Storing 43 to
TIM64T
actually makes INTTIM reach 0 at 1+42*64 = 2689 cycles later, or only
35.38 scanlines later.
Either store 44 instead of 43 to TIM64T (which is how the sample code
from Nick Bensema's original "How To Draw A Playfield" does it,
although
the comments are misleading), or use BPL instead of BNE (which will
make it wait an extra 64 cycles until the 0 in INTTIM decrements to
$FF.)
(At least I believe this is the answer, although I could be wrong.
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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 :
Silicon Warrior
This is the year 2084. The Earth Houses in Silicon Valley are troubled,
because the Syborgs, a superhuman race of technocrats, have invented
the 10th Generation computer. The Syborgs have sworn to give the secret
Source Code of this computer to the Earth House which proves to be most
technologically aggressive. The ultimate one-to-one combat is to take
place in a futuristic battle grid somewhere in outer space. You are one of
the chosen Warriors! Can you outwit the Syborgs and win the five battles
to become Master Silicon Warrior ?
Features
4 skill levels, 1-4 players, Joystick controlled
Objective
To link five programmed chips of the grid in a diagonal, vertical or
horizontal row. To do so you must teleport from chip to chip,
programming them in your language colour. If you succeed, the Score
Code will be revealed.
Joystick Controls
To select the number of players and skill levels - push joystick forward or
back to move the cursor, then press fire button.
To teleport yourself from chip to chip - move joystick vertically or
hrizontally. You cannot move diagonally.
To aim and fire your laser - first press and hold the fire-button, then
move joystick in the direction you wish to fire.
To shield yourself from enemy fire - return joystick to neutral position
then press fire button.
Silicon Warrior © 1983 Epyx
Hope this'll help
Chris
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this may be just the thing I've been looking for! Can't wait to try it ou.Thanks khyrssun!
My pleasure
Thanks for your support !!!

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Osmeroid wrote
Hey that thing is awesome!
Thanks fellow !!!
Osmeroid wrote
Is there a way to alter colour using TIA Paint?
Not for now, but I plan to add the select Background/Playfield colour
feature in the next version (and to add support for PAL / SECAM colour
palettes)
As you know Playfield colour is define by the write address COLUPF.
So I'll just add the numbers of the colour used for the background and the
playfield in the header of the code generated. It will looks like that:
; Colour used for the Background (COLUBK) = #$00
; Colour used for the Playfield (COLUBK) = #$66
This may help, but you know that you can change the COLUPF and the
COLUBK value every scanline or even many times in the same scanline.
Take care,
Chris

High Score Club Week 14: Stampede
in 2600 High Score Club
Posted
My high Score is 3314