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SpiceWare

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SpiceWare last won the day on May 25 2023

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About SpiceWare

  • Birthday 11/09/1966

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    Medieval Mayhem
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    Planet Houston

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  1. This topic might help, especially @SeaGtGruff's explanation on page 2 and the replies that follow.
  2. There's some links that should be helpful at Minidig, which references a lot of useful information from the old Stella mailing list. Specifically check the Tricks page which has a link to this explanation of the RESPn trick used in Galaxian.
  3. Don't gave a Wii U, though I did find this while sorting thru some boxes: I must have misplaced my original stylus as the one in my 3DS is a shade of blue that doesn't quite match my 3DS.
  4. Have run into that a few times when visiting family up north. Unexpected late spring cold fronts resulted in us buying a number of ill-fitted jackets/hoodies/sweaters over the years.
  5. This Medieval Mayhem blog entry* has a link to the Atari 2600 Advanced Programming Guide at MiniDig which contains a section on using the PHP trick for the missiles and ball. Lots of other useful info at MiniDig, so be sure to check it out. ============================================================== ============================================================== Showing Missiles/Ball using PHP ============================================================== ============================================================== This trick is originally from Combat and is probably the most efficient way to display the missiles and/or ball. This trick just requires that you don't use the stack during your kernal. Recall that: ENABL = $1F ENAM1 = $1E ENAM0 = $1D In this example I'll show how to use the trick for both missiles. You can easily adapt it for the ball too. To set the trick up, before your kernal save the stack pointer and set the top of the stack to ENAM1+1. tsx ; Transfer stack pointer to X stx SavedStackPointer ; Store it in RAM ldx #ENAM1+1 txs ; Set the top of the stack to ENAM1+1 Now during the kernal you can compare your scanline counter to your missile position register and this will set the zero flag in the processor. Then to enable/disable the missile for that scanline, just push the processor flags onto the stack. The ENAxx registers use bit 1 to enable/disable which corresponds with the zero flag in the processor, so the enable/disable will be automatic. It takes few cycles and doesn't vary the number of cycles depending on the result like branching usually does. ; On each line of your the kernal... cpy MissilePos1 ; Assumes Y is your kernal line counter php cpy MissilePos0 php Then before you do it again, somewhere on each scanline you need to pull off the stack again using two PLA's or PLP's, or you can manually reset the stack pointer with ldx #ENAM1+1, txs. After your kernal, restore the stack pointer: ldx SavedStackPointer txs * The comments in that blog entry cover how the PHP trick was expanded with the even/odd lines logic in order to double the height of the missiles and ball.
  6. Similar routine in Medieval Mayhem. ; RAM M0yEvenRow ds 1 M1yEvenRow ds 1 BLyEvenRow ds 1 M0yOddRow ds 1 M1yOddRow ds 1 BLyOddRow ds 1 ... ; fireball routine ldx #2 .fireballLoop ... sta M0yEvenRow,x sta M0yOddRow,x and #1 beq .decOdd dec M0yEvenRow,x .byte $2c ; skip dec odd .decOdd dec M0yOddRow,x ... dex bpl .fireballLoop ; end of Vertical Blank - NOTE: cannot use JSR during kernel because of this ldx #ENABL ; 2 11 txs ; 2 13 ; Kernel, even rows cpy BLyEvenRow ; 3 php ; 3 6 cpy M1yEvenRow ; 3 9 php ; 3 12 cpy M0yEvenRow ; 3 15 php ; 3 18 ldx #ENABL ; 2 20 txs ; 2 22 ; Kernel odd rows cpy BLyOddRow ; 3 6 php ; 3 9 cpy M1yOddRow ; 3 12 php ; 3 15 cpy M0yOddRow ; 3 18 php ; 3 21 ldx #ENABL ; 2 24 txs ; 2 27 ; start of Overscan, restore stack pointer ldx #$ff ; init stack pointer so we can use JSR txs
  7. I tracked down a couple of final standings posts: #18 for season 4 #36 for season 6 so making the games appears to have helped me to score higher than I usually do on average.
  8. As seen in the 2600 High Score Club while I do get higher scores, they're not necessarily the highest. HSC Space Rocks: 108030 - Captain Classic (+50) (+2) 98670 - Spiceware (+49) (+3) ... HSC Stay Frosty: 236,862 (darthkur) [+11] 232,439 (SpiceWare) [+10] ... HSC Stay Frosty 2: 378,853 McCallister (+27) (+2) 182,641 SpiceWare (+26) ...
  9. Ran across this video on YouTube last night about Whisky. It uses Wine and Apple's Game Porting toolkit to run Windows games. The example video walks thru installing and running games from Steam. I don't have many games in Steam, and most of the games I have do not run (denoted with 🚫) on my current Mac (a Studio with Apple's M2 Ultra CPU): So I installed Whisky, then install Steam in Whisky. The 🚫 symbol does not show up by any of the games: Haven't played Peggle in years so decided to install it. When I launched it the program displayed the Loading screen for long time: Long enough that I thought it hung. I let it be though, and it eventually finished loading. I started a game: and while it did run the audio and game both stuttered. Did a little research, found this, and did the following in Whisky which resolved the stuttering issue: File -> Kill All Bottles Click on Winetricks... Select DLLs tab Select dsound click Run... Run Steam Launch Peggle
  10. I suspected the stylus worked better. The handles I use on my 3DS, else my hands cramp, block access to the stylus. Wish it'd been designed with either a cutout to access the stylus storage, or a new place to store the stylus.
  11. That's how I've been installing it since the beginning. I only did the 3DS-FBI-Link method that one time because the original touch-screen interface to select a game was very finicky, it kept launching games while scrolling the ROM list up/down with my finger. It was so annoying that when the commits were done to add support for physical controls I wanted to try it out ASAP. It wasn't yet part of the official release, that happened about 2 weeks later, so the QR Code method wouldn't have installed it at that time.
  12. @Tempest - I think it should it be "get hit by" in this: "If you get by four bricks you fail the test."
  13. 294 miles of range confirmed. Didn't check it earlier as we were heading out of town that night for the eclipse in my folks' Model Y and it's not good to leave the battery sitting at 100%. The new V3 Superchargers that went online 5 months ago in Luling, TX made a big difference for the trip - plug in, walk in to use restrooms & get drinks, walk back to car, unplug, resume trip. In past trips to Bandera the older V2 Superchargers in Flatonia would require additional time, so we'd use the stop as a meal break even though the food options weren't the best.
  14. Red Viper 0.9.3 was released yesterday: Run 3DS displays at 50Hz (thanks to everyone in #46 who knows much more about this than I do!) Improve frame pacing by rendering on VBlank The image is now displayed in full 24-bit colour Various renderer optimizations, significantly improving performance in Elevated Speed Improved audio clarity Fixed issues with various sound effects in Wario Land Fixed compatibility hack for Virtual Lab's English patch Improved performance in Nester's Funky Bowling Compatibility fixes for lots of homebrew Add a confirmation prompt to Reset and Quit menu options Game progress is now saved when entering sleep mode I ran Wario Land before installing it to see if I could spot a difference - yep, the scrolling landscape on the title screen no longer judders on the new build.
  15. My most recent update included a change to the Estimated Battery Range: My car just finished charging and is at 80% with 235 miles of range, which extrapolates to 294 miles at 100%. That's 5.2% down from the original 310 miles of range. Cumulative milage is 50,151.
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