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SpiceWare last won the day on October 10 2017

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About SpiceWare

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  • Birthday 11/09/1966

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    Medieval Mayhem
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  1. Besides the global shipping issues already mentioned, you are jumping the gun anyway: January 17 + 6 weeks = February 28
  2. DPC+ and CDFJ were designed for the Melody board, which is 32K ROM and 8K RAM, so that's the source of the constraint. A new Melody board has been developed which supports these configurations: 64K ROM and 16K RAM 128K ROM and 16K RAM 256K ROM and 32K RAM 512K ROM and 32K RAM The new CDFJ+ driver is used for it. I'm aware of one project in development that's currently using the 64K version.
  3. Looks like dot crawl, side effect of the signal. You can also see it at the top and bottom of the road in your initial photo. Black & White film recordings of dot crawl were actually used to recover color information for various old episodes of TV shows like Dad's Army and Doctor Who, which had lost some of their original color master tapes over time:
  4. Heres the index for Collect, my tutorial on writing a 2K 2600 game. The playfield is covered in Step 3 - Score & Timer display and in Step 7 - draw the playfield
  5. Is this a classic CRT TV or a modern TV? Many modern TVs incorrectly handle the 240p signal used by older consoles like the Atari. One issue I've seen is they'll only displaying 30 fps instead of 60 fps (so half the frames are never seen). For games like Mini golf that doesn't matter as all objects are drawn on every frame, but it will cause problems with games that use 30 Hz flicker like the projectiles in Space Invaders. A couple others to try: Missile Command, it uses 30 Hz flicker for the incoming missiles. Do you see all the incoming missiles, or do your cities get destroyed by something you can't see? Pac-Man, it uses 15 Hz flicker to draw the ghosts. Do you see all 4 ghosts, or just 2?
  6. I did not, though I only briefly took a look while I was waiting for a work project to finish compiling.
  7. Developer mode will expose issues that can occur on some, but not all 2600s. These issues should be tracked down and fixed. They're often a missing # in an immediate mode instruction such as using LDA $00 instead of LDA #$00. As a developer @Octavio Pinho Bokel, should be using Developer mode.
  8. easiest to get started is to create a new directory(folder) for your project, such as c:\atari\project1 Then you'd do this: Use file explorer and put dasm.exe and kernel.asm into c:\atari\project1 start the Command Prompt type cd c:\atari\project1 type dasm kernel.asm -lkernel.txt -f3 -v5 -okernel.bin
  9. dasm is a command line program. If you're on Windows you'll run it via the Command Prompt (dos window), if on Mac you'll run it via a Terminal session. If you're on Linux you'll also use a terminal session, though how you launch it depends upon your particular distribution.
  10. MiniDig is useful for stuff like this. They have a link to info about the Multi-Sprite trick used in Galaxian. http://www.qotile.net/minidig/tricks.html
  11. With that you can update GRP1 at any time in the scanline, but need to update GPR0 and ENABL during the time critical horizontal blank. If you turn that around, and enable VDELP0 and VDELBL instead, you'll make timing in your Kernel a little more flexible: GRP1 is now in horizontal blank, but can update both GRP0 and ENABL at any time.
  12. I used it in Medieval Mayhem. I originally implemented it because the dead players get recolored black so their king disappears, but that caused whatever fireball was drawn with that matching player to become invisible: ; start of fireball swap routines, used to flicker colors so a fireball ; drawn by a dead king's missile won't be invisible lda M0xPosHigh ldx M1xPosHigh ldy BLxPosHigh stx M0xPosHigh sty M1xPosHigh sta BLxPosHigh ... repeat for M_xPosLow, M_yPosHigh, M_yPosLow, M_DirSpeed, M_State, and M_CatchTimer I liked the shimmering effect it created, so I used it in the DPC+ version of Frantic as well (emphasis added): The CDFJ version of Frantic has a more advanced kernel that supports missile & ball reuse, so it no longer does that.
  13. Yep, that's what I show in the Collect Tutorial. I used Y for the scanline and X for the playfield when I added the playfield routines in step 7. ArenaLoop: ; 27 - (currently 7 from bpl ArenaLoop) tya ; 2 29 - 2LK loop counter in A for testing and #%11 ; 2 31 - test for every 4th time through the loop, bne SkipX ; 2 33 (3 34) branch if not 4th time inx ; 2 35 - if 4th time, increase X so new playfield data is used SkipX: ; 35 - use 35 as it's the longest path here ... ; start of line 1 of the 2LK sta GRP1 ; 3 3 - @0-22, update player1 graphics lda ArenaPF0,x ; 4 7 - get current scanline's playfield pattern sta PF0 ; 3 10 - @0-22 and update it lda ArenaPF1,x ; 4 14 - get current scanline's playfield pattern sta PF1 ; 3 17 - @71-28 and update it lda ArenaPF2,x ; 4 21 - get current scanline's playfield pattern sta PF2 ; 3 24 - @60-39 When I added the ball in step 11 I needed to use X for it, so added a RAM variable ArenaIndex that gets loaded into X when its time to update the PFxx registers. ArenaLoop: ; 37 - (currently 11 from bpl ArenaLoop) tya ; 2 39 - 2LK loop counter in A for testing and #%11 ; 2 41 - test for every 4th time through the loop, bne SkipX ; 2 43 - (3 44) branch if not 4th time inc ArenaIndex ; 5 48 - if 4th time, increase index so new playfield data is used SkipX: ; 48 - use 48 as it's the longest path here ... ldx ArenaIndex ; 3 6 lda ArenaPF0,x ; 4 10 - get current scanline's playfield pattern sta PF0 ; 3 13 - @0-22 and update it lda ArenaPF1,x ; 4 17 - get current scanline's playfield pattern sta PF1 ; 3 20 - @71-28 and update it lda ArenaPF2,x ; 4 24 - get current scanline's playfield pattern sta PF2 ; 3 27 - @60-39
  14. @alex_79 beat me to it! There's discussion throughout that topic about the issue. Bottom of reply 34 has photos of James' 2600 using RF, such as this one: Bottom of reply 56 has photos using the RGB mod, such as this one: With the RGB mod in place the color bleeds over for the playfield pixels above the A in IMAGIC - click photos for full size if its hard to see the difference.
  15. SpiceWare


    Awesome! I plan to add 2 player + AtariVox support to Frantic, as well as support to SpiceC.
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