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Everything posted by iesposta
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More odd things. I can make the changes in my DPC..._.asm file and copy the new custom2.bin over and it works. Drag copy the unzipped DPC..._.asm file over and replace and it does not work. Even more odd. The temp folder that had the dpcgame2.bas now compile errors with something wrong in bank 1 and missing font declaration But wait, it gets better. The exact same text for dpcgame2.bas in my Satan's Hollow folder compiles fine! They are exactly the same. Copy one to the other. Won't compile in temp project director, ok in Satan's Hollow directory. Also the bouncy background screen that I figured out, that compiled in the temp directory won't compile anymore. says: --- Unresolved Symbol List font 0000 ???? (R ) Fatal assembly error: Source is not resolvable. Errors were encountered during assembly. Copy it to another Project directory it compiles fine! God, Windows sucks! Both temp folder and Satans Hollow folder are in the Projects folder. There has to be some invisible configuration saved between project folders because why would the same code act different in different project folders?
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I also recompiled your dpcgame2 and saw the left side stay red, but it broke my bytes free. I spent the afternoon in OSX making a compile environment for the ARM "custom2.bin" so I could compile it myself and try to fix COLUM0, then just as I had a successful build, I checked here and saw RevEng posted a fix. I copied the expanded zip files from OSX to Win 7. I'll try downloading them and unzipping them all in Windows.
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Arrrr. Now with the changes I'm getting: 2600 Basic compilation completed. DASM V2.20.07, Macro Assembler ©1988-2003 free ram: 9 DPC free RAM= bytes of ROM space left in bank 1 bytes of ROM space left in bank 2 bytes of ROM space left in bank 3 bytes of ROM space left in bank 4 bytes of ROM space left in bank 5 bytes of ROM space left in bank 6 bytes of ROM space left in graphics bank free ram: 9 DPC free RAM= 603 --> getbackearly 1aaa Compilation completed at 3/17/2013 5:56:17 PM
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Find the wrap around borders for the ball, missiles and sprites
iesposta replied to Gemintronic's topic in batari Basic
Is this where Space Invaders are born? -
Trying to Learn Assembly (Please Help an Idiot)
iesposta replied to Cybearg's topic in 2600 Programming For Newbies
Wow. As a perspective from this outsider looking in, i hope i am wrong, but you seem to be headed for burning out in this hobby. You have been a member for about a month and a half, starting with Heartbreak in batari Basic, then getting an expert to create an advanced mid-line color change kernel for you when your idea surpassed Basic's limitations. (Great original idea by the way.) Then plowing into the fragile DPC+ Basic kernel, (which I think is an impressive tool to create professional looking games but it can't reach the all assembly language possibilities that can be done on the 2600) and having Windows operating system problems. Plus including inline assembly? (Your game fix it is brilliant also, but you haven't really presented it or talked about it. It is an example of using the multisprite kernel and having a game nicer than seems possible with that kernel. If you could get that in DPC+ with colourful sprites, you would have something I would buy in the AtariAge store.) Now, in a mere 5 weeks you are at Assembly asymetrical playfield programming? Wow. -
I have run into that blankness before. It was from something out of order or missing in Bank 1. I said before that I can define one variable too many with space left in Bank 1 and get this. I can leave out set optimisation inlinerand or something and I get this. It does compile and run fine - I don't have your corruption problem - but shows blank. This must be some kind of bug. Example: rem batari Basic Program rem created 12/22/2011 9:06:04 PM by Visual bB Version 1.0.0.565 rem ***************************************************** bank 1 temp1 = temp1 set tv ntsc set kernel DPC+ set smartbranching on set optimization inlinerand set kernel_options collision(playfield,player1) const font=alarmclock dim xp= a.b xp=30.0 dim yp=c.d yp=37.0 scorecolors: $98 $96 $98 $96 $98 $96 $98 $96 end score = 123456 goto MAIN bank2 Add another variable and blank. Add another variable and blank.
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I have the schematics for both devices and they are the same with the "+" having extra hardware to switch between devices.
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I found a plastic and cardboard poster frame in the basement the kind with the four plastic edges you push on. I used it to frame asteroids. The poster fits edge to edge and top to bottom exactly. My brother got a Dr. Who shipped from England for $4.90, and paid $225+ for matting and a frame.
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This was helpful to me. DL the zip file, and edit away. If you can only print 8.5 x 11 then you will have to do a separate back part and glue. http://www.atariage.com/forums/topic/169322-halo-2600-box-manual-template/
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Your video is private. Personally I love bitmap mode like Suicide Mission. It's so different. I even have an idea for a game if I learn enough. Scumsoft was the last member working on something like this. He went missing/silent. He posted a demo where a bitmap knight can move all around a 92 x 100 something, if I remember correctly using Harmony tricks, planned to go 115 x ? wide.
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Thanks for all the info and discussion! Looks like I have some programming to look forward to and I can discover new tricks.
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If you code "goto 10" it has to have a label consisting of a one and a zero with no space in front "10" to go to, like: 10 ; <- This is the label 10 [space] drawscreen [space] goto 10
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Would you support a crowd funded, brand new, Atari 2600 console?
iesposta replied to Dr Manhattan's topic in Atari 2600
Anyone else get this today? Kickstarter GCW-Zero: Project Update #26: We're Taking Atari Back to its Roots. Posted by Justin Barwick We are raising funds to buy the iconic Atari brand, re-launch it, and give it back to you on the GCW portable gaming platform. Atari is the Godfather of gaming. It is an icon that represents more than just a gaming company: it is one of the most recognizable names in gaming history. The company recently filed for Chapter 11 bankruptcy and its assets are going up for sale. We believe a new entity could be launched using smart, lean development teams and next generation hardware fit for today’s gaming environment. GCW is an open-sourced, handheld gaming platform that is creating the next wave of gaming: powerful enough to run classic PC games, emulate the game consoles we grew up with, and run homebrewed games seamlessly at high frame rates. We want to combine the classic gaming experience of Atari with the awesome power of today’s handhelds - like the GCW. We need your support and feedback to make this happen. Please click here to show your support.... Care to comment? View this update on Kickstarter → Want to get these notifications straight to your phone? Download the Kickstarter app Unsubscribe from this project's updates with one click KICKSTARTER -
21 Blue [blackjack (strip blackjack)] sings and speaks. http://www.atariage.com/forums/topic/174565-21-blue-a-new-atari-2600-homebrew/
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I see. I shouldn't call then new commands. Updating the contents of the display data bank is huge for Basic because pfpixel uses 80 cycles and pfline uses 200+ cycles whereas this is quick to do: DF7PUSH = %11111111 I'm just hacking around, finding things out.
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That is exactly what I am doing in basic. I am pointing to the data, then pushing values into it updating the screen's RAM. Here there is a counter building the bridge sections by turning off playfield blocks using DF7PUSH = p where p = 2^p-1 If I could get my math straight it would build the bridge from left to right. Satan20130307a.bas.bin
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Well that code above pokes values into the screen. Did you run the binary in the first post?
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I remember reading that. I think it might be able to be done without asm in bB, because I was able to change just about everything displayed with random data. The last post Batari left with 1.1d was "and some other things I explain later." Trying to figure those out with this info in DPCplusbB.h: topP1x ds 1 missile0x ds 1 missile1x ds 1 ballx ds 1 SpriteGfxIndex ds 9 spritedisplay ds 1 player0pointerlo ds 1 player0pointerhi ds 1 RAMcopybegin = SpriteGfxIndex RAMcopylength = *-RAMcopybegin statusbarlength ds 1 ; needed? aux3 = statusbarlength lifecolor ds 1 pfscorecolor = lifecolor aux4 ds 1 lifepointer ds 1 lives ds 1 pfscore1 = lifepointer pfscore2 = lives aux5 = pfscore1 aux6 = pfscore2 playfieldpos ds 1 temp1 ds 1 ; used in sprite flickering temp2 ds 1 ;are obliterated when drawscreen is called. temp3 ds 1 temp4 ds 1 temp5 ds 1 temp6 ds 1 temp7 = topP1x ; This is used to aid in bankswitching rand = RANDOM0NEXT KERNEL_LINES = 178*76/64 ; warning: not all values will work OVERSCAN_LINES = 128+33*76/64 ; again, not all values work C_function = FETCHER_BEGIN CcodeData = C_function + 4 playerpointers = CcodeData + RAMcopylength P1GFX = playerpointers + 38 P1COLOR = P1GFX + 256 P0GFX = P1COLOR + 256 P0COLOR = P0GFX + 256 PF1L = P0COLOR + 256 PF2L = PF1L + 256 PF1R = PF2L + 256 PF2R = PF1R + 256 PFCOLS = PF2R + 256 JUMPTABLELO = PFCOLS + 256 JUMPTABLEHI = JUMPTABLELO + 12 P1HMP = JUMPTABLEHI + 12 P1SKIP = P1HMP + 13 NUSIZREFP = P1SKIP + 12 scoredata = NUSIZREFP + 12 BKCOLS = scoredata + 96 STACKbegin = BKCOLS + 256 USERSTACK = STACKbegin + 256 ; stack starts here and goes down!!!! And the commands in DPCplus.h
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Reading your thread sparked me to look into bB's files. There are some Commands found in DPCplusB.h that are undocumented. This works in bB: DF7LOW = 96 DF7HI = 41 DF7PUSH = rand DF7PUSH = rand DF7PUSH = rand DF7PUSH = rand DF7PUSH = rand drawscreen
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Vertical scrolling, or coarse horizontal. It is all in RAM, should be doable!?
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HELP: Anyone who knows lo high pointers for graphics bank data!!! Say this out loud, "Graphics bank data is in RAM." RAM can be modified/changed. DPC+ copies all display data to RAM. That's background colors, playfield colors, player colors, playfield data, player data, and more. These can be manipulated very quickly using special commands in bB. I haven't seen these documented anywhere (except in its source code), and certainly haven't seen these discussed. To change data, it says to point to where you want to start changing the RAM data using lo and high pointers and DFxPUSH values. In my tests, without setting a place to point to, I saw changes (using rand values) go through the background, playfield, and sprites and then Stella crashed, so if we find the way to set lo high pointers, we can change sprites or entire sections of playfield nearly instantly. Using trial and error I found color changing to the score and a playfield section I wanted a neat effect. This is only scratching the surface of what can be done. Run this bin in Stella (I tried it in Harmony also and it works) to see what I found. I detail specific code I used later after work tonight. If no "expert" can help, we can "pin down" lo high values by trial and error. Satan20130307a.bas.bin
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Nice! I just received mine also. Where did you get the frames?
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Work In Progress: "Bentley Bear: Crystal Quest"
iesposta replied to PacManPlus's topic in Atari 7800
It's just you. The releases for this year are spectacular! AtariAge Store can't keep up [personal opinion disclaimer]. "Space Rocks [Asteroids]" "Princess Rescue [super Mario 2600]" "PAC Man 4K" "Evil Magician II" "Chetiry [Tetris]" "Star Castle Arcade" http://www.atariage.com/forums/blog/144/entry-9545-star-castle-developments/ Boxed releases for 2600, 5200 & 7800 are a welcome addition. 7800 XM games are coming. ColecoVision SGM exp module and games are coming. 2600 Christmas games should be at least 2 for the 2013 holiday. What seems to be dwindling? -
They are waiting for the XM expansion module to complete the package.
