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SpiceWare

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Everything posted by SpiceWare

  1. Yeah, it's easy for "modern eyes" to miss that in the manual when first starting out as "motion registers" aren't something we're familiar with. I've pinged him on Twitter about it:
  2. Do note it can be useful at times to break the rules, this bit of code in Stay Frosty writes to HMM1 21 cycles after writing to HMOVE: ldx #$70 stx HMM1 sta WSYNC sta HMOVE ; 3 SLEEP 16 ; 16 19 dex ; 2 21 stx HMM1 ; 3 24 ; this confuses the TIA and generates stars :-) it creates the starfield in the sky. The Cosmic Ark Stars discussion in the old Stella Mailing List goes into it, and was when support for it was first added to Stella.
  3. Stella matches real hardware: Correct, Stella Programmer's Guide covers this in the last part of section 8.0 Horizontal Motion: That means don't write to HMCLR, HMP0, HMP1, HMM0, HMM1, or HMBL for 24 cycles after writing to HMOVE. The delay can be done like this: sta WSYNC sta HMOVE SLEEP 24 sta HMCLR lda #1 sta VDELP0 sta VDELP1 Though this would be better like this, as it would save 4 bytes of ROM: sta WSYNC sta HMOVE lda #1 ; 2 sta VDELP0 ; 3 sta VDELP1 ; 3 SLEEP 16 sta HMCLR If you don't have the guide you can find it in MiniDig's Doc section. I also have it posted in Step 1 of my Collect Tutorial which covers writing a 2K game from scratch.
  4. I wasn't aware of him either. @lapetino posted a few pages from the proposal, perhaps there's more that could be seen? I thought the secret passages were interesting, they'd move and you'd only know their location by spotting a ghost passing thru a "solid" wall.
  5. @PacManPlus, check out this tweet chain!
  6. I'm curious as to what "doesn't work". We write PAL60 games all the time - the games use NTSC timing, so they output 262 total scanlines, but use PAL color values. If you use NTSC colors they'll look wrong, but still be recognizable. Same goes in reverse, here's the PAL game Bobby is Going Home in emulation: And here it is running on my NTSC 2600 - colors are strange, but everything still works. ( (fading at top is due to camera) (fading at bottom is due to camera) There are many ways to draw the players (sprites) on the 2600. My tutorial covers one way in Step 4; though its better to work your way through Step 1, 2, and 3 first as the later parts build upon the prior parts.
  7. Featured on today's 365 of Pac-Man:
  8. In Stay Frosty 2 I used an asymmetrical Playfield with Reflected Graphics. The right copy of PF2 had to be updated at cycle 48. .platformLoop lda (FrostyImagePtr+.SEC*2),y ; 5 64 and (FrostyMaskPtr+.SEC*2),y ; 5 69 sta WSYNC ; 3 72 sta GRP0 ; 3 lda (FrostyColorPtr+.SEC*2),y ; 5 8 sta COLUP0 ; 3 11 ldx Platforms+.SEC*4-4 ; 3 14 stx PF1 ; 3 17 ldx Platforms+.SEC*4-4+1 ; 3 20 stx PF2 ; 3 23 ldx Platforms+.SEC*4-4+2 ; 3 26 jsr SLEEP12 SLEEP 5 ;17 43 dey ; 2 45 stx PF2 ; 3 48 <- must be at 48 ldx Platforms+.SEC*4-4+3 ; 3 51 stx PF1 ; 3 54 cpy #2 ; 2 56 bcs .platformLoop ; 3 59 Just confirmed it via Stella:
  9. While you now have this working, Step 3 - Score & Timer display of my Collect Tutorial may add more insight. The tutorial covers the creation of a 2K game from start to end. The comments of each Step often go into more detail on how things work, such as Step 4's comments with additional information on how the player (sprite) drawing works.
  10. Check the Harmony/Melody club. In the General section read topic Start Here that covers how to set up a development environment - basically you'll create a Linux virtual machine. Then in the CDFJ section read topic Start Here for a tutorial that'll get you started. I'm slowly making progress on the next entry, Part 9. There's also an older DPC+ tutorial in my blog. The forum upgrade messed up some of the blog stuff, but Dionoid created an index of all the entries to make it easier to go thru them.
    1. sramirez2008

      sramirez2008

      Hope the weather holds up👍

    2. Albert

      Albert

      You bet your ass I am watching this!

    3. Sauron

      Sauron

      Definitely won't miss this!

  11. Way cool! I have a similar Logitech gamepad, though it has an extra button labelled Vibration. And yes, that's in my car, Tesla added a bunch of games with controller support. I don't use that one in the car anymore as the button mapping didn't work well for Missile Command. Would be nice to set it up so the left analog stick gets sent to the left joystick port,and the right stick to the right port. Would be perfect for Robotron 2084.
  12. Tried epsxe. The GUI version doesn't do anything when I launched it. The CL version does this when I try to run it: Darrells-Mac-Pro:epsxeosx-2.0.5.x64 darrellspice$ ./epsxe Killed: 9 weird. Suspect the GUI version is silently doing the same thing. Noticed RetroArch has a daily build so I installed it and OpenGL no longer crashes the program. However, while it shows the bitmap screens just fine: I get this once the game switches over to using 3D graphics. The daily build also runs on the Mac mini without crashing. It has the same results of correctly showing bitmaps, but not 3D graphics. At this point I plan to just periodically check RetroArch.
  13. Just installed the OpenGL program on my Mac mini (2018). It's on macOS Mojave (10.14.6) because Catalina dropped support for 32-bit programs and I have ~1700 recordings I still need to clear out of EyeTV, my old 32-bit DVR software. I'm making progress on that, there were 2455 recordings back in October. OpenGL support on the mini is the same as my Mac Pro. I'm shocked at how much faster the mini is than my Mac Pro, didn't realize integrated graphics had improved so much. Will have to try the other tests later, I only ran the Cube one.
  14. I'm as up to date as I can be, on my Mac Pro 2013 I'm stuck on macOS High Sierra (10.13.6) due to having a 3rd party SSD. Latest macOS is Catalina (10.15). Just installed the OpenGL Extensions Viewer and see I my OpenGL driver supports up to 4.1, with a couple 4.2 features.
  15. Found crash reports in Utilities -> Console. It shows the OpenGL version is crashing when it calls GlRenderer_upload_textures().
  16. There's 2 builds of RetroArch for the Mac, one that supports OpenGL and another that supports Metal. I'd initially installed the Metal version on my Mac Pro. There's 2 versions of the Playstation Emulator: Beetle PSX, and Beetle PSX HW. The first is software rendering only. The HW version supports rendering via software, OpenGL, and Vulkan, but not Metal. So I installed the OpenGL version of RetroArch. It just quits without a crash screen as soon as I try to launch a game. I turned on the logging feature, but nothing ends up in the log to provide a clue as to what's wrong. I also tried both versions on my Mac mini - neither runs on it. I think I'll put this on the back burner for now, and periodically check in to see if they get it working.
  17. Was trying out RetroArch on my Mac and while it was a bit confusing to get going, it has an interesting feature that improves the appearance of 3D games. Internal GPU Resolution 1x: Internal GPU Resolution 2x: Internal GPU Resolution 4x: It looks awesome, and even has options for 8x and 16x, but once I get to 4x it's slow and stuttering because it's falling back to software rendering on my Mac. Anybody have any experience with this? I'd like to get figured out before I next replay the Spyro the Dragon trilogy.
  18. Just confirmed that this works OK for me in Stella using both analog sticks on a PS3 controller. Are you by chance playing it via keyboard? If so you could be hitting a rollover limit.
  19. It's one of the reasons I bought a 7800, been bummed out that it was never released. Hadn't seen that one, will check it out after work.
  20. I have a couple Playstation controllers paired with the Mac mini that drives my TV. I went into Stella and configured the right analog stick of controller 0 as joystick P1: I can now play Robotron 2084 using both analog sticks, works great! Now we just need to get @GroovyBee to resurrect his GB-XC1 Playstation controller interface so we can do this on real hardware!
  21. There's an interlace demo in the old Stella Mailing List. You need to run it on hardware to see it properly as none of the emulators support interlaced (z26 used to, but dropped it as of ver 4.00). If you can't run it then check out these photos I originally posted in 2007: Even frame Odd frame Interlaced
  22. Close - Darrell showing a video of Darryl. Larry's the brother shown in the thumbnail.
  23. You're welcome! I've been following it since it started. Have posted a few things like Pac-Man appearances in Newhart (which I've been rewatching):
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