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About SmittyB

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  1. True, but my solution was to write Voxolotl! so I have to faff around with controller commands to build something that sounds good, and then write down or photograph the output to copy manually into my game. I'd much rather have some way to do it all from my PC.
  2. Yes, that's okay to do. When it's compiled it's basically a straight conversion to '.byte' statements for the assembler and then when that does its thing it doesn't care how the data is formatted so use as many lines as you want to keep things organised. On a related note.... oh boy how did I not know the 2600-daptor was a thing? Here's me spending time making my own tools to do the same thing with more effort like a chump.
  3. For somebody who is useless at and has never really been able to get into Pac-Man (because of aforementioned lack of skill), I'm sure going to end up with plenty of cracking ports of it in my life.
  4. Nothing looks obviously wrong to me. I think what you're seeing is where the values of the brighter colours take more frames to decrement to the lowest value, and because your text has large areas of colour with brightness changes, as it gets darker the colour divisions are a bit more obvious where the brighter areas take on the same colour of the darker areas a frame or so after.
  5. Another mystery solved. That's useful to know seeing as while it makes perfect sense it's a problem without an immediately obvious solution if someone doesn't know the signs.
  6. It's a problem with ProSystem and actually one of a handful of reasons I quickly moved to using MAME. ProSystem should just be avoided as it has too many problems compared to the current alternatives.
  7. If I had the skills I'd like to build an analogue 2 button joystick by essentially wiring up paddles in a different form factor so one is the X axis and the other Y.
  8. Neat, I can imagine a controller with the AtariVox and speaker built in and wired up to have rumble like some third party Gameboy accessories which just shake based on the strength of the audio signal.
  9. While we're at it I'm using $2820 for Spire of the Ancients. Itjust seemed fitting to have it correspond to 'BHB 0' and presuming nobody wants them in the meantime it makes sense to me to just increment the the value for each thing I do (providing I ever get as far as a second project).
  10. I've found the placement of the double wide command in the code can change how things like this behave. Maybe try experimenting with calling it earlier or later.
  11. I've just tried compiling SotA with the new release and I think I've found an issue with dmaholes compare to the 20190613 release I've been using. It's giving me a label mismatch for dmahole_0_0 and poking around at the assembly I can see that it's jumping over dmaholes by labelling the hole with 'dmahole_bank#_hole#' and then reversing it for the label to jump to. The problem is where this is now creating a label for the start of the hole with the label 'dmahole_hole#_bank#', obviously this will always fail for bank 0 hole 0, but if I then set bank 0 to use hole 1 that then conflicts with the labels for hole 0 in bank 1 and I'd presume with other combinations of bank and dmahole.
  12. In 7800BASIC you can create a subroutine called 'topscreen' that starts at the top of the visible screen (hence the name, very clever) and from there you can wait by writing to 'WSYNC' for as many lines as you need, make the change you want, then return. The splitmode demo shows how to do this, or I can post a small example later. It's a good idea to return from the subroutine as soon as you can because your program will essentially be doing nothing while it waits, and that's time that could be used for other things.
  13. If you didn't know, you can reorder the assignment of the palette of your image with your palette when you import your graphics. If your editor of choice lets you see the palette of your saved image then you can compare the two and set your import parameters accordingly.
  14. You can freely change the colours in your palettes any time you want by writing new values to the p#c# variables. You can't read back what's in those variables so you can't do something like p0c1 = p0c1 + 1 though so if you want to do that you'll need to use your own variables to keep a copy of the values. You can freely mix 160A and 160B graphics on screen at the same time as long as you tell 7800BASIC which mode to use when you import your graphics. The graphics modes on the 7800 kind of work in pairs so you can 160A and 160B, 320A and 320C, or 320B and 320D, but the 160 modes are a bit more practical.
  15. Are you using double buffering? This reminds me of an issue I had where occasionally 7800BASIC would need to jump out of a subroutine to run all of the usual things it does each frame, but once it returned to my routine it had changed a few temp variables I was using.
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