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Everything posted by Tjoppen
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Try "more time during VBLANK" I also think you're underestimating the amount of work needed to port the demos to NTSC. Don't burn yourself out, man.
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6502 asm wizards needed: color conversion routine NTSC -> PAL
Tjoppen replied to SvOlli's topic in Atari 2600 Programming
Haven't really looked at the code, but just use a LUT -
There are several servers for connecting to IRCNet. I use irc.okit.se
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You could either strip down Stella or fork sidplay and hack TIA emulation into it. Then just play ROMs. No special file format required (except maybe indicating a stop time somehow). For ROMs with multiple songs something like a separate index file with initial CPU/RAM state for each song could work. Oh, and you'll want to run the sound generation at the full TIA rate (3.57 MHz), then downsample after low-pass filtering. This because there's even more advanced audio techniques possible that require better emulation, like dithering to get higher bitdepth.
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Get the cheapest parallell (Flash) EEPROM you can find (probably SMD ones). Tie any extra address lines to GND. Pricey.
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Fix your Makefiles. There are lots of hardcoded paths in there. I'm getting compilation problems like these: make: *** No rule to make target `/opt/mxe/usr/i686-pc-mingw32/mkspecs/unsupported/win32-g++-4.6-cross/qmake.conf', needed by `Makefile'. Stop. edit: For those more low-tech inclined, there's lft's raster paper: http://www.linusakesson.net/programming/rasterpaper/ - I'm working on a 76 cycle variant.
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Check the logic for the measure variable. Introducing a table with "if at this measure then restart at this measure" shouldn't be too hard (assuming you want all songs to loop). Then just set the measure var to the start of whichever song you want to play!
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48 pixel sprite positioning and optimisations
Tjoppen replied to Mikes360's topic in Atari 2600 Programming
Oops, my bad - there is of course LDX Absolute,Y. If you want to draw more than one sprite you need indirection, but there isn't any LDX (Indirect),Y. In that case LAX (Indirect),Y becomes useful. As for the illegal ops thing, if you can find a VCS which doesn't support them I'll avoid them. Until them I'm going to keep using them! Especially ANC, SBX, LAX, SAX and DCP It can be quite useful -
48 pixel sprite positioning and optimisations
Tjoppen replied to Mikes360's topic in Atari 2600 Programming
Use LAX Graphics5,Y -> no need for TAX -> save 2 cy, 1 B. Words cannot describe how excited I am about this! We should definitely talk at Revision. Oh, and do pop by on IRC (#dss @ ircnet) -
Musicians, Artists, or Harmony Owners? Please Help!
Tjoppen replied to Cybearg's topic in Atari 2600 Programming
>space is getting a bit short, so we're talking between 250 and 300 bytes to work with If you already have say the Slocum player in there, then you can point your patterns into random places in the code. Just play around until you start getting sequences that sounds interesting. You'd be surprised what you can get away with as long as you get a nice base-y pattern going.. -
Making demos is quite a lot of work as it is. My demos could probably be ported for the most part, since I use EQUs for the line counts and music tempo. Some effects rely on there being enough time in VBLANK if I remember correctly. Anyway, it's more work than it's worth - I only ever ported Nyantari 2600, which turned out to get getter colors on NTSC.
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Use the Stella debugger More seriously, if you want to see how the actual code to one of these things look like then all of my releases include source code. See plasma.asm in Stella Lives (direct link to release with code), or eorplasma.asm in the SillyVenture 2k12 invitro (similar kernel, but with EOR instead of ADC, release+code).
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Any idea when the other entries will be up? I know Ed Fries submitted an entry, and there was likely another one. By the way, if you guys want to see previous VCS demos then just check out the prodlist on pouet: =Atari%20VCS"]http://www.pouet.net/prodlist.php?platform[]=Atari%20VCS
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Use sed. Something like sed -e "/^;.*/d;s/;.*//" < in.asm > out.asm edit: Here you go: http://pastebin.com/XG9zEQTY
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A VCS pony game? I know several people on IRC who will be very interested in this. Unfortunately I don't know any bB to help, but I can offer moral support.
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No, it entails processing 3 -> 6 bytes in ten scanlines (or however many times the lines are duplicated)...
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Here, I uploaded the PDF: http://www.acc.umu.se/~tjoppen/files/vcs/Coleco_TIA.pdf
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Great find
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I poked around with my 16 byters a few days ago, but I couldn't reproduce the issue. When I stumble across it again I'll let you know
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Hey guys, here's another demo from yours truly. This time it's an invitation for the SillyVenture demoparty in Gdansk, Poland. I think JAC and SvOlli are going. I'm still researching travel methods that aren't > 500€ though :\ http://www.pouet.net...php?which=60612 http://www.youtube.com/watch?v=24L9ShTwzIQ sv2k12.bin
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hectoByte - a 128 byte intro released at Outline 2012
Tjoppen replied to Tjoppen's topic in Atari 2600
Ooh, nice. I'll have to check it out later. Great job, cheers! -
Is there a way to seed the RNG? Because this only happened occacionally, hence I didn't bother too much with figuring out why (and making a test case would be hard without being able to seed).
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Assignment 4: Racing the Beam (Johns Hopkins University)
Tjoppen replied to Random Terrain's topic in Atari 2600
Hah, that's pretty cool That should be "three CPU cycles"
